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JimStoneCraft

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Reported

MC-135564 Lily pad tinted biome color Invalid MC-133702 Font characters accented.png not displaying correctly. Invalid MC-92182 Fence Gate models textures do not rotate correctly when opening and closing gates. Works As Intended MC-86394 "Pick Block" on Dark Oak leaves gives you Acacia leaves, when placed cannot be used. Duplicate MC-68855 Wall Gate texture shift in the Positive Z direction Duplicate

Comments

Beacon Beam can also be fixed using the same method as Nick Beck posted but this time with the 

rendertype_beacon_beam.fsh shader

This is not a feature request, this lily pad model has a "tintindex" and it's not using it.

assets\minecraft\models\block\lily_pad.json

The texture is a pale white and is tinted to the green colour in the game, if it was meant to be one colour then the texture would be a green texture in the first place.

It's not just a black border, if you have alpha transparency (in a resource pack) it's a solid black drop shadow.

Still a problem in 19w12a snapshot.

The error is because the texture is missing, there is no error when the texture is there (tested in my resource pack).

Missing texture for the Shield.

assets\minecraft\textures\entity\shield\globe.png

 

The load bar for reloading the resource pack is a fine addition for information on how long the pack takes to load.

However while developing my resource pack it's getting to be quite annoying seeing a bright white screen with your company logo every-time my pack is reloaded during testing.

 

Fixing this "Water in cauldron isn't tinted" bug caused the Cauldron break particle to be tinted too, you notice it a lot more when using a resource pack.

This means the cauldron break particle is using the water tint colour.

https://bugs.mojang.com/browse/MC-1874

The Cauldron particle changed to blue when they fixed the "Water in cauldron isn't tinted" bug in 18w20b (https://minecraft.gamepedia.com/18w20b), this then broke the cauldron break particle, you notice it a lot more when using a resource pack.

This means the cauldron break particle is using the water tint colour.

MC-128253 – Water in cauldron isn't tinted.

I always wanted the best quality for the text but I forgot that other players may be playing on older hardware or laptops.

My font was 256px per character which made the accented.png 4604x6912, which is stupidly large and was the thing causing the characters to not display correctly.

In my resource pack I've dropped the resolution in half at no noticeable change in quality, so the font is now 128px per
character and all the characters now display correctly.

So this bug is no longer valid and you may as well close this issue.

Confirmed, if any of the unicode_page_**.png files are over the original resolution of 256 x 256px then the characters are not displayed correctly.

It's like they added font scaling back for the ascii.png but not the unicode_page_**.png files.

I get frame rate drops in my testing world, I have a wall for testing textures with 100s of items in item frames.

If you look the opposite direction I get over 100fps but looking in the direction of the item frames drops the frame rate to 20fps or less.

Even if the item frames are in a direction where you cannot see them (like a cave) the frame rate still drops, I'm guessing the item frames are still rendered even though you cannot see them.

This also effects the 1.13 pre-releases.

Also adding an option for adjusting the kerning would help as some of the fonts I've tried are all bunched up.

The blurring is quite annoying, there's a separate bug report for that.

MC-132736

Another issue that most ttf are copyrighted, you cannot just for example stick comic sans ttf in your resource pack and distribute it.

I know there are some open source fonts but some do have restriction when you are embedding the font.

It would seem that bitmap fonts still work as long as they are the same resolution as the original files (ascii.png 128x128px and ascii_sga.png 128x128px (enchanting table text)), this mean custom bitmap fonts can be used but only with a low resolution 128x128 image.

Currently the Berylium font used in my pack (John Smith Legacy) is 4096x4096px, to scale that down to just 128x128px so the game actually displays it loses so much detail it's just not readable anymore.

Resource Packs can no longer use double resolution files, this effects the main font (ascii.png) and the ascii_sga.png 128x128px (enchanting table font).

It would seem that bitmap fonts still work, ascii.png (main font) and ascii_sga.png (enchanting table text) but only for the original vanilla resolutions, this mean custom fonts but only at a low resolution.

Currently the Berylium font used in my pack (John Smith Legacy Resource Pack) is 4096x4096px, to scale that down to just 128x128px loses so much detail it's just not readable anymore.

Hopefully the scaling issue for the font will be fixed in the next pre-release.

Affects Version included all snapshot versions from 18w19b to 1.13-pre1

This needs to be added to the en_us.json as I'm making a dark texture pack and I cannot change the colour of the text, all the other container are fine but not the HorseChest.

Maybe something along the lines of listed below will need to be added, something else will be needed for Llamas.

  "container.horsechest": "Horse Chest",

The neck of the horse model is defined wrong, it's using some of the neck texture and some of the body side for the neck, you can see this easily using my debug texture, this also effects the armor too.

Also the bridle is defined in the wrong location too, at the moment the texture comes from the chest section of the horse texture not the bridle at the top of the texture next to the saddle.

Still an issue with snapshot 15w51b, this also effects the Zombie Villagers as I would guess they use the same internal models.