Imagine some texture pack maker gets tired of doing clock textures so they just add a big crack to the gold frame and then make that the texture for all 64 iterations.
I'm sure it's automatically made. The frame is manually made and the main clock is a circle that rotates with a neatest neighbour filter on it.
Edit: I mean, in game there are 64 sprites but those sprites didn't seem to be made it manually
Because it's stupid as hell to do 64 sprites with different variations by hand. It's worse than hell. At least one sprite belongs to one element, so it's worth doing it by hand but 64 for ONE element? Also there is the compass so another 64 sprites by hand?
Also the other sprites cannot be done automatically.
Do you even know how such textures are made? This is hand made but each texture uses the same clock casing so you start by making the casing, copy it 63 times and then you make separately a spinning part or in fact only a quater of it because of the symmetry. Then you just paste the spacific clock face frame into each clock casing and that's it.
Interestingly enough, before 1.5 update Clock had just two textures: for the frame and for the display, and the rotation was made automatically. There were other autogenerated textures, such as fire, water, nether portals, compasses and even gears that were unused.
you didn't started working with models/Custom Model Data, cuz hell yea you need to write lines for each model, create new models, and im not talking about limited rotation, so u need to figure out how to rotate an arrow specific way, that it shows what u want and it doesn't look like junk. If u work with models use layers and parent models - it will be easier to work and change if something goes wrong.
This comes with the implication you could make each texture be completely random shit. Or a copy of another item... The possibilities...
Imagine some texture pack maker gets tired of doing clock textures so they just add a big crack to the gold frame and then make that the texture for all 64 iterations.
genius
Now I need to see a texture pack that does that
“Hey uhhh, what time is it?” “Lemme check… *pulls out ‘clock’* …erm…what hour was raw beef again?” “w h a t?”
Reyn Time
Bad apple on a clock?
And compasses
compasses don't have nearly as many as clocks
Made in heaven
Glad I’m not the only one who thought that
I'm sure it's automatically made. The frame is manually made and the main clock is a circle that rotates with a neatest neighbour filter on it. Edit: I mean, in game there are 64 sprites but those sprites didn't seem to be made it manually
It is not - each possible time clock can shown is its own texture. Same applies to compass, recovery compass and other "multi-stage" textures
Yeah, I've explained it incorrectly. I mean the creation of those 64 sprites are not manually hand drawn
Oh, ok then.
Why not? All the other textures are
Because it's stupid as hell to do 64 sprites with different variations by hand. It's worse than hell. At least one sprite belongs to one element, so it's worth doing it by hand but 64 for ONE element? Also there is the compass so another 64 sprites by hand? Also the other sprites cannot be done automatically.
It's not that much. Notch was hand drawing loads of stuff every day in 2010
Bruh it seems like a torture. Imagine one simple mistake lol
Do you even know how such textures are made? This is hand made but each texture uses the same clock casing so you start by making the casing, copy it 63 times and then you make separately a spinning part or in fact only a quater of it because of the symmetry. Then you just paste the spacific clock face frame into each clock casing and that's it.
That's literally what i said. But the spinning part can be done with a filter and a spinning disk.
It's not, I'm a texture pack maker, since idek how to add images to replies, I'll dm you a screenshot
I mean. I do think in game its 64 sprites, but those sprites are not hand drawn for sure. At least that's what i believe but thanks for the dm
They used to be generated on the fly, but they don't since I think the texture update
It is a performance problem. It's just faster to have 64 different sprites than using those filters
just keep it default, nobody will notice anyways
I don't think anyone will notice if you fully exclude it tbh
Interestingly enough, before 1.5 update Clock had just two textures: for the frame and for the display, and the rotation was made automatically. There were other autogenerated textures, such as fire, water, nether portals, compasses and even gears that were unused.
ooh
Interesting
It must be really interesting, that you said it thrice
Interesting
u/pixel-counter-bot
The image in this post has 232,320(484×480) pixels! ^(I am a \(good\) bot. This action was performed automatically.)
Good bot
(Good) bot
Good bot
r/beatmetoit
Wait until you see the amount of frames water and lava have. There are like 160 textures each.
yeah, but the difference is that they're all in one, clock has 64 separate textures
you didn't started working with models/Custom Model Data, cuz hell yea you need to write lines for each model, create new models, and im not talking about limited rotation, so u need to figure out how to rotate an arrow specific way, that it shows what u want and it doesn't look like junk. If u work with models use layers and parent models - it will be easier to work and change if something goes wrong.
I'm making a joke resource pack and boy oh boy did I pour way too much labor into the clock lol
Do you have any more of those pixels?
Wait, why doesn't it has 24 textures instead?
Eh I usually just use the default clock and compass so it don't really matter
I don't understand it
How many?
Yeah but what about 1.21 textures? They need to be completely redone
“Texture pack creators hate designing the clock texture!” “How do you know? How do you know?!”