Posted January 5Jan 5 Hello, one easy question. Can i use textures with mcmeta in my custom menu with animations, or i need to self realize animations? It’s just that in mcmeta there is an "interpolate" parameter, but in render idk how to use it and whether I have to write my own solution for this. (Forge for MC 1.20.4) Edited January 5Jan 5 by Mega4oSS version clarification
January 25Jan 25 It's not for version 1.20.4, but in version 1.18.2, I was able to achieve this using the texture atlas and TextureAtlasSprite as follows: Rendering the fire (fire_0) texture in screen: private void renderTexture(PoseStack poseStack, int x, int y, int width, int height){ ResourceLocation BLOCK_ATLAS = new ResourceLocation("minecraft", "textures/atlas/blocks.png"); ResourceLocation fireTexture = new ResourceLocation("minecraft", "block/fire_0"); RenderSystem.setShaderTexture(0, BLOCK_ATLAS); TextureAtlasSprite sprite = Minecraft.getInstance().getTextureAtlas(BLOCK_ATLAS).apply(fireTexture); GuiComponent.blit(poseStack, x, y, 0, width, height, sprite); } Since the specifications may have changed in version 1.20.4, I'm not sure if the same approach will work. However, I hope this information helps as a reference.
January 26Jan 26 Author Thank you very much, I’ll take this information into account, but for now I’ve solved this with my implementation of animation with interpolation, it looks good On 1/25/2025 at 9:39 AM, NYAO-san said: It's not for version 1.20.4, but in version 1.18.2, I was able to achieve this using the texture atlas and TextureAtlasSprite as follows: Rendering the fire (fire_0) texture in screen: private void renderTexture(PoseStack poseStack, int x, int y, int width, int height){ ResourceLocation BLOCK_ATLAS = new ResourceLocation("minecraft", "textures/atlas/blocks.png"); ResourceLocation fireTexture = new ResourceLocation("minecraft", "block/fire_0"); RenderSystem.setShaderTexture(0, BLOCK_ATLAS); TextureAtlasSprite sprite = Minecraft.getInstance().getTextureAtlas(BLOCK_ATLAS).apply(fireTexture); GuiComponent.blit(poseStack, x, y, 0, width, height, sprite); } Since the specifications may have changed in version 1.20.4, I'm not sure if the same approach will work. However, I hope this information helps as a reference.
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