Animated Inventory Images

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GreenDimond
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Animated Inventory Images

by GreenDimond » Mon Jan 16, 2017 22:38

How would I make an inventory image animated? Is this even possible? Such as an enchantment texture: Animated shinyness type thing on tools if enchanted (just an example).
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Re: Animated Inventory Images

by D00Med » Tue Jan 17, 2017 07:34

I would also like to know whether this is possible
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Re: Animated Inventory Images

by Wuzzy » Tue Jan 17, 2017 13:18

Nope.
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Re: Animated Inventory Images

by TumeniNodes » Tue Jan 17, 2017 13:59

GreenDimond wrote:How would I make an inventory image animated? Is this even possible? Such as an enchantment texture: Animated shinyness type thing on tools if enchanted (just an example).


I was thinking the same thing but for wielded items. But I do not believe it is an available option for now.
I could swear though that when I first started using MT that the torches were animated when wielding... of course, I'm psychotic too so.... :P
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Re: Animated Inventory Images

by texmex » Tue Jan 17, 2017 14:42

I guess this is as good as it gets.
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inventory_items_animations = true
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Re: Animated Inventory Images

by D00Med » Tue Jan 17, 2017 19:52

I could swear though that when I first started using MT that the torches were animated when wielding... of course, I'm psychotic too so.... :P

I think I've seen that before, maybe in freeminer or voxelands?
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Re: Animated Inventory Images

by Byakuren » Wed Jan 18, 2017 20:35

It's possible to animate an inventory image. For each frame of animation, register a copy of your item with that frame as its texture. Then in a globalstep callback, search through all players' inventories and look for the item, replacing it with the next frame of animation if found.
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Re: Animated Inventory Images

by D00Med » Wed Jan 18, 2017 20:46

Byakuren wrote:It's possible to animate an inventory image. For each frame of animation, register a copy of your item with that frame as its texture. Then in a globalstep callback, search through all players' inventories and look for the item, replacing it with the next frame of animation if found.

That seems a bit inefficient.
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Re: Animated Inventory Images

by GreenDimond » Wed Jan 18, 2017 22:58

Byakuren wrote:It's possible to animate an inventory image. For each frame of animation, register a copy of your item with that frame as its texture. Then in a globalstep callback, search through all players' inventories and look for the item, replacing it with the next frame of animation if found.

code?
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Re: Animated Inventory Images

by Alcyone » Sat Jan 21, 2017 09:20

I've seen that in a video of sys4, check after 3:21 (it's in French). You may ask him
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Re: Animated Inventory Images

by Wuzzy » Sat Jan 21, 2017 12:42

Alcyone, this is just the effect of the setting “inventory_items_animations = true” as mentioned earlier.
This setting is a client-only setting.

This is missing the point of this thread, I guess the goal is to make it controllable by mods.
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Re: Animated Inventory Images

by Alcyone » Tue Jan 24, 2017 10:57

Wuzzy wrote:Alcyone, this is just the effect of the setting “inventory_items_animations = true” as mentioned earlier.
This setting is a client-only setting.

This is missing the point of this thread, I guess the goal is to make it controllable by mods.


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Re: Animated Inventory Images

by bigfoot547 » Sat Feb 11, 2017 23:54

I made a github issue for this, but it got shut right down.
paramat...
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Re: Animated Inventory Images

by kaeza » Sun Feb 12, 2017 00:25

bigfoot547 wrote:I made a github issue for this, but it got shut right down.
paramat...

You mean #4758? It's still open, but it seems people misunderstood the issue.
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Re: Animated Inventory Images

by TumeniNodes » Sun Feb 12, 2017 00:54

Obviously this is not in reference to the animated, spinning (or rotating) inventory animations.

In my opinion..., working on animated wielded items would make more sense and a better feature than having animated items in the inventory.
Think how cool it would be to walk around holding a torch... which is animated in the hand : )
(though my brain is still convinced this was possible in an older build) and I have no idea why... back around .0.4.09 or 10?

Then again.... I am heavily medicated so.... it may have been during a transition from one med to another :P
Either that or, I can see into the future.

either way.... I'm telling you..., it was wicked cool!
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