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Texture Atlas Stitching


Vakror

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You can read how atlases are now loaded here: https://www.minecraft.net/da-dk/article/minecraft-java-edition-1-19-3

The current default block atlas config can be seen here: https://github.com/misode/mcmeta/blob/assets/assets/minecraft/atlases/blocks.json

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If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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  • 2 months later...
On 4/7/2023 at 4:15 AM, Vakror said:

I just updated my minecraft version. Before, I was using the "TextureStitchEvent.Pre" to stitch textures. Now it says Use atlas info JSON files instead. I have no idea how to do that.

Did you ever found out how to do it? I find warjort's answer a little lacking in details.

I think the best answer would be a link to source code or a slice of code that gives an example of the following:

1. A pack.mcmeta file where a single file or directory is defined as the custom sprite to be added.
2. The path relative to the resources folder of the actual custom sprite file.
3. Code in a working mod where the sprite is loaded and used to draw something

I hope this is not too much to ask :S I really have no clue what to do with the information that warjort gave there are just so many things that are not explained.

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there is no code. you remove stitch event. if you're adding to vanilla block atlas, make blocks.json in src\main\resources\assets\minecraft\atlases\ .
see client.jar for examples.

if you have your own atlas... good luck with that. you simply can't use non-vanilla atlasses for some things like gui slots. if it's for drawing things manually ,look at PaintingTextureManager class and make one just like that.

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