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Posted

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.
Consider supporting the team on Patreon

Posted

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).

Posted

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

Posted

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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