完整版BedrockWiki镜像!
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docs/wiki/blocks/block-texture-variation.md
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docs/wiki/blocks/block-texture-variation.md
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title: 纹理变体
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category: 巧思案例
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tags:
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- 中级
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mentions:
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- SirLich
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- solvedDev
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- Hatchibombotar
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- SmokeyStack
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- MedicalJewel105
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- QuazChick
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---
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# 纹理变体
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<!--@include: @/wiki/bedrock-wiki-mirror.md-->
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方块纹理变体是指单个方块可以拥有多个纹理。这在需要表现细微差异的方块(如带有小石块的泥土或不同生长阶段的草方块)时非常实用。
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要启用纹理变体功能,需在资源包的`textures`文件夹中创建`terrain_texture.json`文件。在方块定义中,纹理应设置为包含`variations`键的字典,该键对应一个由字典组成的数组。每个字典必须包含指向纹理文件的`path`键,并可添加`weight`参数控制纹理出现的概率。
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## 应用纹理变体
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以下是为泥土方块创建三种纹理变体的示例:
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- 在资源包中创建`textures/terrain_texture.json`文件
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- 在JSON文件中定义需要添加变体的方块,示例如下:
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::: code-group
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```json [RP/textures/terrain_texture.json]
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{
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"texture_name": "atlas.terrain",
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"resource_pack_name": "wiki", // 资源包ID
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"padding": 8, // 防止纹理视觉溢出
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"num_mip_levels": 4, // 远距离/倾斜视角下的纹理质量
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"texture_data": {
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"dirt": {
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"textures": {
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"variations": [
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{ "path": "textures/blocks/dirt0" },
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{ "path": "textures/blocks/dirt1" },
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{ "path": "textures/blocks/dirt2" }
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]
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}
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}
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}
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}
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```
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:::
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- 创建或修改三个泥土纹理文件,分别命名为`dirt0.png`、`dirt1.png`和`dirt2.png`
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- 将纹理文件放置于`path`参数指定的路径下(可添加子文件夹保持整洁)
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## 权重控制变体分布
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完成基础配置后,可通过添加权重值调整纹理出现概率:
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::: code-group
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```json [RP/textures/terrain_texture.json]
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{
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"texture_name": "atlas.terrain",
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"resource_pack_name": "wiki", // 资源包ID
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"padding": 8, // 防止纹理视觉溢出
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"num_mip_levels": 4, // 远距离/倾斜视角下的纹理质量
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"texture_data": {
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"dirt": {
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"textures": {
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"variations": [
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{ "path": "textures/blocks/dirt0", "weight": 70 }, // 70%出现概率
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{ "path": "textures/blocks/dirt1", "weight": 20 }, // 20%出现概率
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{ "path": "textures/blocks/dirt2", "weight": 10 } // 10%出现概率
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]
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}
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}
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}
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}
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```
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:::
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注意事项:
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- 当前版本存在纹理集文件引用问题,可能导致无法正确识别MER文件或常规纹理文件
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-- [官方漏洞报告](https://bugs.mojang.com/browse/MCPE-126617)
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