Hi.
I rendered with your textures but they did not animate correctly.
[media]I tried to receive using https://www.mediawiki.org/wiki/Extension:RSS but the connection times out as well.
Yes. However, a new model problem has arisen.
In the new model, the top model and bottom of stem are not properly connected.
In Bedrock Edition, that model is correct. The reason for this issue is that the texture mapped of the stem has a height of 16, even though the model has height of 14, And the result is that the texture has shrunk by two pixels.
fixed in 21w11a
Confirmed with GeForce GTX960M
Confirmed in 21w10a
Confirmed in 21w08a
Confirmed in 21w06a
Please reopen
I see. thanks.
Ahhh! Sorry I didn't check the message.
But this problem can easily be seen in any underground. Please go underground in spectater mode and explore the Mineshaft. There are few torches there.
generated: 20w46a
seed: -7361674755791545228
cords: -1242 23 151
If this happens between multiple players, I think it's a serious problem.
Affected in 1.16.2.
Please Re-open.
[media]Confirmed again.
This may be the intended specification, as it has been changed to set the temperature again.
snapshot 20w28a
public FrozenOceanBiome() {
super((new Biome.BiomeBuilder())
.surfaceBuilder(SurfaceBuilders.FROZEN_OCEAN)
.precipitation(Biome.Precipitation.SNOW)
.biomeCategory(Biome.BiomeCategory.OCEAN)
.depth(-1.0F)
.scale(0.1F)
.temperature(0.0F)
.downfall(0.5F)
.specialEffects((new BiomeSpecialEffects.Builder())
.waterColor(3750089)
.waterFogColor(329011)
.fogColor(12638463)
.ambientMoodSound(AmbientMoodSettings.LEGACY_CAVE_SETTINGS)
.build())
.parent(null));
addStructureStart(StructureFeatures.OCEAN_RUIN_COLD);
BiomeDefaultFeatures.addDefaultOverworldOceanStructures(this);
addStructureStart(StructureFeatures.RUINED_PORTAL_OCEAN);
snapshot 20w29a
public static Biome frozenOceanBiome(boolean paramBoolean) {
FrozenOceanBiome frozenOceanBiome = new FrozenOceanBiome((new Biome.BiomeBuilder()).surfaceBuilder(SurfaceBuilders.FROZEN_OCEAN).precipitation(paramBoolean ? Biome.Precipitation.RAIN : Biome.Precipitation.SNOW).biomeCategory(Biome.BiomeCategory.OCEAN).depth(paramBoolean ? -1.8F : -1.0F).scale(0.1F).temperature(/* ★ ADDED AGAIN ★ --> */ paramBoolean ? 0.5F : 0.0F).downfall(0.5F).specialEffects((new BiomeSpecialEffects.Builder()).waterColor(3750089).waterFogColor(329011).fogColor(12638463).ambientMoodSound(AmbientMoodSettings.LEGACY_CAVE_SETTINGS).build()).parent(null));
frozenOceanBiome.addStructureStart(StructureFeatures.OCEAN_RUIN_COLD);
if (paramBoolean)
frozenOceanBiome.addStructureStart(StructureFeatures.OCEAN_MONUMENT);
BiomeDefaultFeatures.addDefaultOverworldOceanStructures(frozenOceanBiome);
frozenOceanBiome.addStructureStart(StructureFeatures.RUINED_PORTAL_OCEAN);
This issue has probably been resolved on 20w28a.
[media]Still affected on 1.16.1
I was curious and looked at the source code.
The arm pose animation is:
public enum PiglinArmPose
{
ATTACKING_WITH_MELEE_WEAPON,
CROSSBOW_HOLD,
CROSSBOW_CHARGE,
ADMIRING_ITEM,
DANCING,
DEFAULT;
}
This suggests that crossbow charges and holds could occur as well, but has anyone reproduced these?
This is just my opinion, but if this also happens with Piglin's crossbow animation, then this issue should be combined into one. If not, perhaps these issues should be individual issues.
Also when they're dancing and targeting.
Yes, there are two patterns for Piglin's celebration dance. However, the pattern of names in "special" is specified to jump. But in the game they don't jump.
"animation.piglin.celebrate_hunt": {
"loop": true,
"bones": {
"leftear": {
"rotation": [ 0.0, 0.0, "Math.sin(query.time_stamp * 30) * 10" ]
},
"rightear": {
"rotation": [ 0.0, 0.0, "Math.cos(query.time_stamp * 30) * 10" ]
}
}
},
"animation.piglin.celebrate_hunt_special": {
"loop": true,
"bones": {
"leftear": {
"rotation": [ 0.0, 0.0, "Math.sin(query.time_stamp * 30) * 10" ]
},
"rightear": {
"rotation": [ 0.0, 0.0, "Math.cos(query.time_stamp * 30) * 10" ]
},
"head": {
"position": [ "Math.sin(query.time_stamp * 10)", "Math.sin(query.time_stamp * 40)", 0.0 ]
},
"rightarm": {
"rotation": [ 0.0, 0.0, "70 + Math.cos(query.time_stamp * 40) * 10"]
},
"leftarm": {
"rotation": [ 0.0, 0.0, "-70 - Math.cos(query.time_stamp * 40) * 10"]
},
"body": {
"position": [ 0.0, "Math.sin(query.time_stamp * 40) * 0.35", 0.0 ] // <------ Its not working
}
}
}
That the offset values of the your image are different.
The actual source code:
[media]Each mapping displayed in Blockbench:
[media]And, Those offsets are animated in the game by moving them in the X direction.
[media]Example of moving texture offset in Blockbench: