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Archived Animations

Discussion in 'MCPatcher' started by Disaster86, Apr 15, 2012.

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  1. Disaster86

    Disaster86 Minecraft Modder

    Please post all animated textures to this thread. I will regularly update and maintain this thread.
    Feel free to leave new ideas... if Shoe left any...

    Included in Soartex Fanver:

    MAJOR Blinking Mobs & Character - Disaster86
    MAJOR Blinking Villagers - Disaster86
    Glowing Glowstone - Complete & Included - Disaster86
    Scarier Jack-O-Lantern - Complete & Included - ??
    Shining Torch & Red Torch - Incomplete & Included - ??

    Creeper2's TNT is glowing! - Disaster86
    Flame Particle Effect - Shoeboxam

    Requests: (feel free to make any of these)
    Fire (IMPORTANT)
    Lava and water (IMPORTANT)
    Drip, crit hit, bubble and smoke particles.
    Redstone ore and dust
    Furnace flames
    Brewing stand bottle and blaze rod
    Redstone repeater
    Powered rail
    Particle Field
    XP Orbs
    Animated flames and bubbles in GUI
    Fire Charge
    Inventory effect icons
    Popping breath bubble in icons.png
    Wolf hair
    Wiggling cow udder - This is no joke!
    Tesla Coil from IC
    Damage heart (blinking heart)

    In the Works:
    Active Furnace Lighting Effect
    Lava Bucket
    Blaze Rod
    Certain Font Characters
    Glowing Redstone Ore
    Shining Gold Ore
    Shining Diamond Ore
    Repeaters & Powered Rails
    Magma Cube
    Enchantment Book
    Powered Creeper Overlay

    Tutorial on making animated textures here!!
    Ninten_Droid, Shoeboxam and REDX36 like this.
  2. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    Information from Kahr on how to use this.
    Show Spoiler
    Custom Animations
    Custom animations are read from these files, all in the anim/ folder of the texture pack .zip (root folder also works):
    • custom_water_still.png, custom_water_flowing.png - still and flowing water
    • custom_lava_still.png, custom_lava_flowing.png - still and flowing lava
    • custom_portal.png - portal animation
    • custom_fire_n_s.png, custom_fire_e_w.png - the north-south and east-west sides of fire blocks, respectively
    • custom_terrain_###.png - animation for any tile in terrain.png. ### is the tile index (0-255), not a block or item ID
    • custom_item_###.png - animation for any tile in items.png. ### is the tile index (0-255), not a block or item ID
    Each image should be a vertical strip of separate frames. The width should match the tile size of the texture pack, but if it doesn't it will be resized to match. See this threadfor a more detailed explanation.

    Each custom animation may also specify its animation speed and frame order. Create a text file with the same name as the animation but change .png to .properties. In the file, make a series of entries
    X starts at 0 and represents the order you want frames to display in. Y in the tile number in the animation .png file. The first tile is 0, the second is 1, etc. Z is the duration you want that frame displayed, in game ticks (if omitted, duration is assumed to be 1 for that frame). For example, to make an animation with 3 tiles, run on a 5-frame animation with a pause in the middle, the .properties file might look like this:

    NEW! In addition, you may create a custom animation for any texture in the game. Create a .properties file in the anim/ folder of your texture pack. In it, supply the source and destination texture, along with coordinates of the area you wish to animate. The following example animates the first painting in kz.png.
    from is the location of your custom animation. to is the texture you wish to animate. x, y, w, h are the coordinates of the rectangular area of that texture. The width of the from texture should be equal to the value of w; if not, it will be scaled automatically. You can have many different animations applied to the same texture by creating separate properties files for each. The properties file can also contain tile order and speed information as described above.
  3. Ninten_Droid

    Ninten_Droid Super Omega Ultra Member

    Disaster, dont make the iron ore shiny, make the redstone and lapis shiny.

    [Disaster] Iron ore will be moderately shiny because well... Iron ore IS shiny. Redstone is not. Redstone will glow instead >_< !!
  4. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    I made a flame!
    Show Spoiler
    Add this to a file called flame.properties in the anim folder:
    Ninten_Droid and REDX36 like this.
  5. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    Here is the collection of files for the sandstorm:
    Biome Palettes (Custom Colors) (open)

    fogcolor0.png skycolor0.png
    Color Animation (open)

    Fog: sandstormfog.png Sky: sandstormsky.png

    The other two files map the animation to the biome palettes, at the desert pixel. Can someone work on this some more to tweak the color of the fog and time it so that it doesn't cycle every minute?

    Attached Files:

  6. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    Animated lamp:
    Show Spoiler
    Ninten_Droid and REDX36 like this.
  7. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    Animated nether portal here! It has a small texture to it and looks a little lively. Mostly it looks far, far better than the original texture, and fits in a tetradic color scheme with the netherrack.
    Show Spoiler
    REDX36 and Ninten_Droid like this.
  8. REDX36

    REDX36 Time-Capsule Stowaway Retired Staff

    Looks nice! A bit too magenta though, coudl you make it more purple? Unless it loooks good with screens, I
    ll have to see.
  9. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    Here you go!
    Show Spoiler
  10. Sheynx

    Sheynx Well-Known Member Retired Staff

    Dark blue...like the hair dye. Try it?
  11. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    Edited based on feedback, and I also added a few more layers in. Just test it out, a screenie won't do it justice.
    Show Spoiler
    Ninten_Droid and REDX36 like this.
  12. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    Animated torch and redstone torch V2! A little bit o' atmosphere.
    Show Spoiler
    custom_terrain_99.png custom_terrain_80.png
    REDX36 likes this.
  13. MarcinXe

    MarcinXe New Member

    Animated Powered rail

  14. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    @MarcinXe: Very cool, but IMO it animates either too quickly or too drastically. The animation is smooth, though. The lights on the sides would look better just animated with an ebb and flow like the center does, because it looks a little funny lighting up and down while the center animates differently. What do you think? Thanks for making this, by the way. A little tweaking and I think it will definitely go well in the rest of the pack.

    EDIT: Randomized pumpkin animation! All the pumpkins would flicker at the same time, and it looked funny. I changed the pumpkin animation into four threads using the random method in CTM.
    New files:

    Existing, altered files:
    Show Spoiler
    pumpkinanim.png random.png

    Attached Files:

  15. Disaster86

    Disaster86 Minecraft Modder

  16. Disaster86

    Disaster86 Minecraft Modder

    Here we go, loads more of the animals blink.
    Exceptions to angry wolves, they're just to angry to blink.

    don't be afraid to report any bugs from there, avoid multiple cats, they might be synchronized.

    Attached Files:

  17. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    Tested, blink doesn't drop the whole way. Optifine seems to be having problems running it, by the way, causing a crash after a few seconds.
  18. Tzigane

    Tzigane Prominent Member

    Yeah, I got that crash too. Here's the report, in case it helps:

        at java.nio.Buffer.checkBounds(Unknown Source)
        at java.nio.DirectByteBuffer.put(Unknown Source)
        at CustomAnimation.updateCustomTexture(CustomAnimation.java:148)
        at avf.a(RenderEngine.java:926)
        at net.minecraft.client.Minecraft.l(Minecraft.java:1469)
        at net.minecraft.client.Minecraft.J(Minecraft.java:845)
        at net.minecraft.client.Minecraft.run(Minecraft.java:775)
        at java.lang.Thread.run(Unknown Source)
    Show Spoiler

    ---- Minecraft Crash Report ----
    // I let you down. Sorry :(
    Time: 10/24/12 11:23 PM
    Description: Unexpected error
        at java.nio.Buffer.checkBounds(Unknown Source)
        at java.nio.DirectByteBuffer.put(Unknown Source)
        at CustomAnimation.updateCustomTexture(CustomAnimation.java:148)
        at avf.a(RenderEngine.java:926)
        at net.minecraft.client.Minecraft.l(Minecraft.java:1469)
        at net.minecraft.client.Minecraft.J(Minecraft.java:845)
        at net.minecraft.client.Minecraft.run(Minecraft.java:775)
        at java.lang.Thread.run(Unknown Source)
    Relevant Details:
    - Minecraft Version: 1.3.2
    - Operating System: Windows 7 (amd64) version 6.1
    - Java Version: 1.7.0_07, Oracle Corporation
    - Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    - Memory: 960127264 bytes (915 MB) / 1255931904 bytes (1197 MB) up to 1908932608 bytes (1820 MB)
    - JVM Flags: 2 total; -Xms1024m -Xmx2048m
    - FML: FML v3.1.35.394 Minecraft Forge Optifine OptiFine_1.3.2_HD_U_B4 43 mods loaded, 43 mods active
        FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        mod_ReiMinimap [mod_ReiMinimap] ([1.3.2]ReiMinimap_v3.2_05.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        snyke7_AdvancedMachines [Advanced Machinse] (AdvancedMachines v1.6b Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        mod_AutoFarmer [mod_AutoFarmer] (autofarmer v1.4 for MC v1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        BuildCraft|Core [BuildCraft] (buildcraft-A-3.2.0pre9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        BuildCraft|Builders [BC Builders] (buildcraft-A-3.2.0pre9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        BuildCraft|Energy [BC Energy] (buildcraft-A-3.2.0pre9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        BuildCraft|Factory [BC Factory] (buildcraft-A-3.2.0pre9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        BuildCraft|Transport [BC Transport] (buildcraft-A-3.2.0pre9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.2.0pre9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        Additional-Buildcraft-Objects [Additional Buildcraft Objects] (buildcraft-Z-additional-buildcraft-objects- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        IC2 [IndustrialCraft 2] (industrialcraft-2_1.107.35-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        ChargePads [Charge Pads] (chargepads-universal- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        ChargingBench [Charging Bench] (ChargingBench-1.3.2.b2-IC2_1.106.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        ComputerCraft [ComputerCraft] (ComputerCraft1.43.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        CCTurtle [ComputerCraft Turtles] (ComputerCraft1.43.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        EnderStorage [EnderStorage] (EnderStorage Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        ExtraBees [Extra Bees] (extrabees- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-3.1.0.d.105.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        FloatingRuins [FloatingRuins] (FloatingRuins.FML.1.3.2.r03.Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        Forestry [Forestry for Minecraft] (forestry-A- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        MSC [Mob Spawn Controls] (Forge_MobSpawnControlsv1.3.2.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        mod_InvTweaks [Inventory Tweaks] (InvTweaks-1.43b-1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        KeepItemsOnDeath [Keep Items on Death] (KIOD_Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        LogisticsPipes|Main [Logistics Pipes] (LogisticsPipes-0.5.1.pre10c.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        AdvancedSolarPanel [Advanced Solar Panels] (mod_AdvancedSolarPanels_3_1_0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        IronChest [Iron Chest] (mod_ironchests-client- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        GraviSuite [Gravitation Suite] (mod_zGraviSuite_1_3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2. Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        mod_Stackables [mod_Stackables] (More Stackables.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        Mystcraft [Mystcraft] (mystcraft-uni-1.3.2- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        MelonSpawn [Pam's Melon Spawn] (Pam's Melon Spawn 1.1 (MC 1.3.2).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        PamSimpleHarvestCraft [Pam's Simple HarvestCraft] (Pam's Simple HarvestCraft 1.1 (MC 1.3.2).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        PortableWorkbench [PortableWorkbench] (PortableWorkbench_4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        PortalGun [PortalGun] (portalgun1.3.2v2_universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        Railcraft [Railcraft] (Railcraft_6.5.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        AS_Ruins [Ruins Spawning System] (Ruins 1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        TreeCapitator [TreeCapitator] (Treecapitator.FML.1.3.2.r07.Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
        GregTech_Addon [GregTech-Addon] (gregtechmod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
    - LWJGL: 2.4.2
    - OpenGL: ATI Radeon HD 4800 Series GL version 3.3.11653 Compatibility Profile Context, ATI Technologies Inc.
    - Is Modded: Definitely; 'forge,fml'
    - Type: Client
    - Texture Pack: Soartex 3.2.zip
    - Profiler Position: N/A (disabled)
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