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Posted

Hi guys,

 

Anyone knows if it is still possible to use "calculated" textures for items in 1.5? Like you could in 1.4 by extending TextureFX and filling imageData[] manually? I saw that Mojang has switched to pre-calculated sprites for the clock and compass textures.

 

It would be great if it was still possible...

 

K.

Its possible, but the downsides arr enormks, and 99% of the time the modder does it wrong causing massive performance issues on the clients and pains cor texture pack makers, so i advise you think of following mojangs lead and making animation files instead of runtime generation.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
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  • Author

Well, mine worked fine in MC 1.4, with no significant CPU issue ;) But switching to pre-generated sprites is also possible and if that's the recommended way it works for me too.

 

However, how do I declare my animation now? There are no addAnimation methods anymore. (I can't just use a text file - I need custom logic to select the proper frame to use, like the compass and the watch do. For instance one my texture changes depending on the proximity of mobs).

https://github.com/MinecraftForge/MinecraftForge/blob/master/patches/minecraft/net/minecraft/client/renderer/texture/TextureMap.java.patch#L66

In your compass's texture register callback, create your TextureStitched and register it using setTextureEntry

See TextureClock/TextureCompass for examples on how to pragmatically choose the animation frame.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Sadly no, you'd have tio make sure its a safe cast and cast it.

However the only thing that implements IconRegister is TextureMap so you should be good.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

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