[128x - 32x] Biomes O' Plenty [MC1.5 - 1.12, 1.14 - 1.20]

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Post 18 Oct 2013, 16:40

Daverball wrote:
snip
Besides the issue with there being too many specified frames the error is on line 4 where's there a rogue brace ( { ) at the start, FYI ;)
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Post 18 Oct 2013, 17:18

HanFox wrote:
Daverball wrote:
snip
Besides the issue with there being too many specified frames the error is on line 4 where's there a rogue brace ( { ) at the start, FYI ;)
Heh, indeed. I've just had a look at the documentation for the formatting for this stuff, and as I've noticed that the frames part isn't necessary, unless you want to make specific changes to the order of the frames, I've also noticed the bracket error.

That being said, I might look into making the animation for the flower with four times the frames (blending between the key frames) and see how it looks. I think it could look pretty neat with some smoother transitions.
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Post 18 Oct 2013, 19:16

Wheatgrass - I changed it because actual wheatgrass looks like this:
https://www.bing.com/images/search?q=whe ... ORM=HDRSC2

We don't have to use my texture for this in the patch - up to you all :)

THANK YOU for fixing that animation! I tried using the original file and it didnt work for me... because of course I have no clue how it works. Is there info somewhere on this? Id like to read up.

LOL I saw that on youtube and tweeted Yogscast to let them know we were working on it! I thought I'd wait until we had a final build up in the patch section before I sent a link to download though.

-- 18 Oct 2013, 14:16 --

That brace was totally my fault :D I looked at another mcmeta file and found it had one on either side - so I thought it was missing.

Where is this documentation of which you speak!? I wants it!
Daverball wrote:
HanFox wrote:
Daverball wrote:
snip
Besides the issue with there being too many specified frames the error is on line 4 where's there a rogue brace ( { ) at the start, FYI ;)
Heh, indeed. I've just had a look at the documentation for the formatting for this stuff, and as I've noticed that the frames part isn't necessary, unless you want to make specific changes to the order of the frames, I've also noticed the bracket error.

That being said, I might look into making the animation for the flower with four times the frames (blending between the key frames) and see how it looks. I think it could look pretty neat with some smoother transitions.
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Post 18 Oct 2013, 19:17

I don't know if there was ever an official documentation for animation mcmeta's, but I always refer back to this thread:
https://www.minecraftforum.net/topic/188 ... -tutorial/
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Post 18 Oct 2013, 19:56

Yes, the thing that HanFox linked, is what I used as a reference.

I've smoothed the animation by adding in four times the frames. It looks a bit nicer now, although there's still some issues, as the hue doesn't seem to change at a constant pace, so the animation is rather slow at some parts and rather quick at others, if the pace would be kept constant, we probably could reduce the amount of frames to a neat 64, instead of the 76 frames i used.

Also the last four frames that were shifted by one pixel also seem to have not exactly the same alpha channel, which is quite noticeable at the rate the animation changes now.

I might just redo the animation from scratch using the first frame as a reference, unless someone else wants to have a go at it.

I've updated my quickfix with the smoothed animation.
Quickfix Link
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Post 18 Oct 2013, 22:13

If you don't mind just redoing it be my guest! I suspect it will be quicker that way - and for the sake of getting this officially done ASAP - I am happy to leave it to more seasoned pros lol :D Here's the .psd file - if that makes it easier on you.


https://www.gamerchickadventures.com/fil ... flower.psd

Thanks for that reference guys I'll have to do some reading. I have no java background, but I do have web development under my belt and I am positive once I get a good source of info things will "click" for me.

Daverball wrote:
Yes, the thing that HanFox linked, is what I used as a reference.

I've smoothed the animation by adding in four times the frames. It looks a bit nicer now, although there's still some issues, as the hue doesn't seem to change at a constant pace, so the animation is rather slow at some parts and rather quick at others, if the pace would be kept constant, we probably could reduce the amount of frames to a neat 64, instead of the 76 frames i used.

Also the last four frames that were shifted by one pixel also seem to have not exactly the same alpha channel, which is quite noticeable at the rate the animation changes now.

I might just redo the animation from scratch using the first frame as a reference, unless someone else wants to have a go at it.

I've updated my quickfix with the smoothed animation.
Quickfix Link
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Post 18 Oct 2013, 23:01

Round leaves done just for the sake of getting them textured.
Will update the post and evaluate everything, if all is done them i shall request for the post to be moved to complete :)
Erm...I like trees and bees!
.....Maybe too much
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Post 18 Oct 2013, 23:03

Let me know when you've got everything squared away, I'll put it in release.
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Post 18 Oct 2013, 23:15

Ok thanks, got to work on a 1.5.x port and then done diddly doo.
Erm...I like trees and bees!
.....Maybe too much
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Post 19 Oct 2013, 03:22

Alright, here we go, I've redone the animation with 64 frames. I've also made a x512 version, since I might as well.

Here's both versions in a .rar
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