![]() The implementation of this resource pack turns Minecraft into a whole new game full of innovation. Last, 'donkey_kong.png' and 'skeleton.png' represents another 'a' > 'b' ratio ('4:3') where 'donkey_kong.png' is the broken animation, while 'skeleton.png' is the 'fixed' file.The Fresh Animations Resource Pack 1.20.4, 1.20.2 → 1.20 has been created for players already bored of plain and simple animations. This pack has arrived to rekindle players’ love for Minecraft once again. First, 'graham.png' and 'wanderer.png' represents an 'a' 'b' ratio ('2:1') where 'courbet.png' is the broken animation, while 'creebet.png' is the 'fixed' file. The 'burning_skull.png' is just a control image to show that animations work for an 'a' = 'b' ratio ('1:1') paintings. Hopefully this bug gets patched in the next update.Īs for the map and images I've attached. The graphics engine still thinks all animations for paintings require a '1:1' ratio, which is why normal square paintings still work, but anything that isn't '1:1' doesn't work without some alterations. What's going on is we are changing the ratio for each frame to be '1:1' instead of whatever 'a:b' ratio it was. Shrink the x-axis of the animation image to the NEW_X size of pixels, keeping the y-axis the same.Now that the image is sized up, we need to get the size that we need to size down to, which is just PROTO_X multiplied by 'a', let's call this NEW_X.So, stretch the entire animation image by multiplying 'a'. quality would be lost, so we need to size up by 'a' first. Take the size of the y-axis in pixels divided by the number of frames (this gives you the size you need to shrink the x-axis), let's call this PROTO_X.So in order to get an image such as a '4:3' painting to animate properly in game, it needs to be first stretched then resized as follows. for images where 'a' is larger than 'b', things get tricky ![]() Now that image should animate and look right instead of stretched.
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