In this video, I’ll show you how to make beautiful pictures out of particles, and use them for things like twinkly Christmas lights, enormous smoothly moving doors, and summoning the devil himself. The basic idea is to use a program to generate colored dust particles so that they All add up to make a picture. A bunch of people people have made generators for these commands, and in preparing for this video I looked for as many as I could find in search of the best one. My favorite by far is ParticleConverter made by kemo. It has a very slick interface And the ability to configure practically anything you’d want. There’s really no downside here, and this is the one I’m gonna use for this tutorial. The first thing you’ll want to do is go down to the description and download it. Once you’re here, Click on the file labeled ParticleConverter + Runtime. Download it and extract it wherever you want. Now you should be able to run ParticleConverter.exe. NOTE: It might tell you that you have to install .NET Core 3.1, that’s just Microsoft software that C# runs on, so go ahead and install it, then everything should work fine. Once you’ve got it open you’ll be greeted with this nice user interface. By the way, while you can’t fullscreen this window, you can resize it. The first thing you’ll want to do is Load up the image you want to turn into particles. Currently it only supports .png and .jpg files. The first thing I’ll show you how to make is the big doors. I’m gonna load the vanilla spruce door texture, which I stitched together in MS paint so that I have one 16×32 image. Once it’s loaded you’ll get a small lag spike, and then the file name will appear here. If you want to see an approximation of what it will look like, you can check this box labeled “Preview”. For almost everything you do, you’re going to want the coordinate mode set to relative local instead Of relative world. This will make your particle commands run in the direction you are facing, instead of always facing the same way. In technical terms, it will use carets instead of tildes for the coordinates. The next thing we’ll want to change is the Alignment. By default, the particles will appear below and to the right of where you spawn them. This is usually not ideal. We’re going to be using invisible armor stands to keep track of our doors, and those armor stands are going to be on the ground. Because of this, I’m going to set the Vertical alignment to “bottom”, so that the armorstands are at the bottom of the door. Next we can choose our particle size and density. I recommend a size of 0.75 for most things. Any smaller and the particles will sometimes disappear before they get replaced, Which can make your image look like it has gaps in it. Also, for some reason, the developer limited the maximum particle size to 1, when the actual maximum size is 5. There is a way around this Though, I’ve put the explanation on screen, so you can pause and read it now if you want to. Anyway, the density controls how densely packed our particles are. A value of 8 means each block will be 8 particles tall and 8 particles wide. This can also be controlled By unchecking AutoSize and manually setting the size of the image. The default density of 8 will give me an output that is 2 blocks by 4 blocks, which is actually perfect. Now there is one more thing that I changed about my door, which is the resolution. Uncheck “Auto” To change it manually. I set my height to 48 just to beef up the number of particles a little bit. Just be aware that changing the resolution like this can stretch out your image a little. When you click “Export!!” (that’s two exclamation marks) it will save it to a folder called “functions” in the same directory as the program itself. You can change the place that it exports to with this little file button if you want. Great, there’s our function! We can open it up and see that it has in fact, created 512 particle commands. Now that you’ve got your file You can put it into your datapack. If you don’t have a datapack you can download a completely blank one in the description! Check out my datapack tutorial after this video if you get confused. It’s got great reviews. Put the generated function into the functions Folder in your datapack and you are ready to go! Ok, /reload, and now when I do /function, my image function is there! Now I can run it wherever I like. In this example, I’ve got it running at the location of two armor stands. When I want to open The door, all I have to do is rotate the armor stands! I’ve got two rather long execute commands here to summon the armor stands exactly where I want them. This part just aligns them on the X, Y, and Z axis, then I summon them .05 blocks over to compensate for the width of the particles and prevent having a tiny gap in the middle. They’re summoned with a tags, door1 for the first door, door2 for the second door. Then they’re just made invisible with a simple “Invisible:1”. The other command is the same, except the armor stand has been rotated 180 degrees so the door faces the other way. Setting this stuff up seems complicated, but you can get it all done within a few minutes of trial and error. To open and close the doors I have an Extremely basic setup. Door1 rotates 3 degrees every tick, door2 rotates -3 degrees. Since a wooden button gets pressed for 30 ticks, this will rotate the door 90 degrees each time I press the button. To close it I’ve got the same commands but with the numbers reversed. The Christmas lights were very simple, but I think they actually look kind of awesome. I started by finding a royalty free stock image of some lights, and cropping it down real nice. I couldn’t use MS Paint for this, because I needed the image to be transparent. Once I loaded in the image It warned me that it would create 67 thousand particles. Minecraft won’t even render more than about 16,000 at once so that wasn’t gonna work. To fix this, I had to change the resolution manually. I wanted there to be 16 pixels per block, and have it be 5 blocks wide to go with my build, so 16 times 5 gave me a width of 80. That is looking much better. Now I could just uncheck AutoSize and set the width to 5 blocks. The height automatically adjusts to match. The last thing I changed was setting the vertical alignment to top, so that it would hang at the top of a block instead of some random middle section. Now I could export, move my function, and go in game! To spawn the particles, I have two invisible armor stands tagged as “lights”. Then I just execute at @e[tag=lights] run function img:lights, and it works beautifully! Next I’m gonna show you how I made the coolest one, these insane looking alchemy circles. By the way, make sure to subscribe if you’re enjoying this video and want to see more like it! Like it… like… the video? Make sure to like the video! This is quite a popular effect, and for good reason! I’m sure ideas are jumping into your Head about adventure maps, datapacks, and- afk particle effects for servers. I just so happened to know about the perfect tool to get this effect. Ciacco Davide’s alchemy circle generator is a website that does what it says on the tin. It generates a whole bunch of Alchemy circles. The link to the page is in the description! You can go here and refresh the page as many times as you want. When you see a circle you like you can click on it and save the image. These images are 128×128 which is pretty much the perfect size! For mine, I found 3 with relatively little going on in each. This is good, because they’re going to overlap a bit, and you don’t want it to look too crazy. I imported my first image, and changed the Coordinate axis to Z-X so it would lie flat on the ground. I also made sure to change the coordinate mode to relative local, but you should always do that. Then I set both the vertical and horizontal Alignment to center, and set the particle size to .75. This will be my middle ring of three, and I found a density of 10 worked well for me. Next I scrolled down to the bottom and went Under more settings. All of this is fine, except that I want to turn on color fixing. This will make all your particles the same color, rather than the color of the original image. That’s all for this ring! You can now export it. My other two rings were exactly the same, Except for the smaller ring I set the density to 16, and for the bigger ring I set the density to 8, and the particle size to 1. Now back in game with my functions imported, and datapack reloaded, I can spawn in my invisible armor stands. Get the coordinate Of your center block and create 3 command blocks. In each one, put in the same command, but change the tag of the armor stand. I used the tags c1, c2, and c3 (the C stands for circle.) Now I set up 3 execute commands. One for each of my circle functions. The first function runs at the first armor stand, the 2nd runs at the 2nd, etc. If you’re not sure how to do this you can pause the video and read my commands. They’re not too complicated. Then I create 3 more commands to rotate each armor stand at a slightly different speed. I have them spinning slower the further they are from the center, and the middle ring is spinning in the opposite direction since I think it looks more like a satanic Ritual and less like a vortex that way. Let me leave you with some useful videos to watch after this one: (also make sure to like and subscribe and stuff since you did just watch this entire video.) H ere’s that datapack tutorial I was talking about, It takes you through all the steps to set one up from scratch, so you don’t have to rely on anyone else’s blank template 😉. If you want to make full use of these particles, you’re gonna need to be proficient at /execute! Check out my /execute basics tutorial here! Thanks for watching! Video Information
This video, titled ‘Particle Image Generator [SMOOTH DOORS/FAIRY LIGHTS/ALCHEMY CIRCLES] || 1.19 Minecraft Tutorial’, was uploaded by Legitimoose on 2021-01-23 19:59:50. It has garnered 244236 views and 12991 likes. The duration of the video is 00:08:45 or 525 seconds.
You asked and you shall receive: how to create realistic/HD pictures using the particle command! Learn how to convert images to particles using a particle generator, in this advanced /particle command tutorial! You can use this to make smooth animated doors, fairy/string lights, or even create alchemy circles, all without any mods! Knowing how to use an image to particle generator/tool is a very useful thing in commands/datapacks. This is definitely one of the coolest things you can do with the /particle command ;^)
ParticleConverter [ https://github.com/kemo14331/Particle-Converter/releases ] Blank Datapack [ https://drive.google.com/file/d/1n4j5ftVKGSGpvr2aIdUQXsv70_p2Yz7t ] Alchemy Circle Generator [ https://ciaccodavi.de/qbdp/acg/ ]
===Example Commands=== Summoning commands: execute positioned ~ ~2 ~ align xyz run summon armor_stand ~.05 ~ ~ {Tags:[“door2”],Invisible:1} execute positioned ~ ~2 ~ align xyz run summon armor_stand ~-.05 ~ ~ {Tags:[“door1”],Invisible:1,Rotation:[180.0f,0.0f]}
Rotating command: execute as @e[tag=door2] at @s run tp @s ~ ~ ~ ~3 ~
Function command: execute at @e[tag=door] run function img:door
===l o n k s=== My Patreon [ https://www.patreon.com/legitimoose ] My Discord Server [ https://discord.gg/n7z4sVG ] My Twitch [ https://www.twitch.tv/legitimoose ] My Editor [ https://www.instagram.com/ciara_millinery/ ]
If you have any questions, let me know in the comments or ask in my discord server!
In this Minecraft command tutorial I’ll show you how to use the minecraft particle command with an image to particle tool called particleconverter, to make “HD” images in minecraft. This is my favorite particle generator for Minecraft. One of the most popular uses for this is Minecraft particle wings, like you see on big servers. You can make lots of cool particle trails, particle effects, or particle wings with this, and in this video I’ll show you how to make smooth opening doors/realistic doors, fairy lights/string lights/christmas lights (whatever you want to call them), and alchemy circles/transmutation circles/good ol’ satanic rituals.