Changing vertical animation frames #2740

Closed
opened 2022-10-09 15:28:48 +02:00 by FossFanatic · 6 comments
Contributor

The fire animation in MineClone 2, for instance, has a length of 8 frames, while in MC, it has a length of 32 frames.

Normally this causes some issues when using a texture pack in MineClone 2 that was meant for MC, but luckily there is an option in the settings that lets you change that, and choose how long the animation is.

However, there does not seem to be such a setting for almost all the other animations in the game, such as seagrass, lava source, lava flow, etc...

Could such a setting be added for these other animations as well? Or would this require an engine change?

The fire animation in MineClone 2, for instance, has a length of 8 frames, while in MC, it has a length of 32 frames. Normally this causes some issues when using a texture pack in MineClone 2 that was meant for MC, but luckily there is an option in the settings that lets you change that, and choose how long the animation is. However, there does not seem to be such a setting for almost all the other animations in the game, such as seagrass, lava source, lava flow, etc... Could such a setting be added for these other animations as well? Or would this require an engine change?
Contributor

the setting is fire_animation_frames

the setting is fire_animation_frames
Contributor

could prob be added for lava and stuff - but why not just make the texture pack so it works - seems more practical than changing a bunch of settings every time you switch texture packs

could prob be added for lava and stuff - but why not just make the texture pack so it works - seems more practical than changing a bunch of settings every time you switch texture packs
Author
Contributor

It would just be a really, really handy feature to have, especially since it has already been done for the fire animation.

It would just be a really, really handy feature to have, especially since it has already been done for the fire animation.
AFCMS added the
graphics
label 2022-10-09 21:03:42 +02:00
Member

I've just been reworking the torches to be able to use minecraft textures better, so I have been thinking about this very issue:

The problem with adding settings is that the number of frames in the minecraft texture tells you nothing about the duration of the animation sequence, or in fact how many frames the animation will actually have. That information has to be taken from the mcmeta file for the texture and it would be tedious to manually extract that info and manualy set so many settings.

Also any blocks/items texture in minecraft can have an animation as long as it is defined in an mcmeta file which rules out ever having a perfect set of manually configurable settings.

For my texture pack converter I intend to auto generate a simple mod for each texture pack converted that will override any animated nodes and set corrrect duration and frame rate. It seems to me that that is the simplest option, just activate the texture pack and its mod and you are good to go (in single player at least).

I've just been reworking the torches to be able to use minecraft textures better, so I have been thinking about this very issue: ![](https://i.imgur.com/fSsFVFw.png) The problem with adding settings is that the number of frames in the minecraft texture tells you nothing about the duration of the animation sequence, or in fact how many frames the animation will actually have. That information has to be taken from the mcmeta file for the texture and it would be tedious to manually extract that info and manualy set so many settings. Also any blocks/items texture in minecraft can have an animation as long as it is defined in an mcmeta file which rules out ever having a perfect set of manually configurable settings. For my texture pack converter I intend to auto generate a simple mod for each texture pack converted that will override any animated nodes and set corrrect duration and frame rate. It seems to me that that is the simplest option, just activate the texture pack and its mod and you are good to go (in single player at least).
Author
Contributor

I've heard from a MineTest developer that they are planning on replacing texture packs and sound packs with resource packs in the future.

Does this mean that each resource pack could independently choose the animation frames for their animations?

I've heard from a MineTest developer that they are planning on replacing texture packs and sound packs with resource packs in the future. Does this mean that each resource pack could independently choose the animation frames for their animations?
Author
Contributor

I read on the Minetest API documentation that the game automatically calculates animation frames actually?

I think this issue should be closed in that case.

I read on the Minetest API documentation that the game automatically calculates animation frames actually? I think this issue should be closed in that case.
Sign in to join this conversation.
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: VoxeLibre/VoxeLibre#2740
No description provided.