Hello! This is my first ever topic, but with any luck it will turn out good. This is a guide to how to make custom Armor textures for your texturepack. This is for Minecraft Full Release 1.5.2 and earlier, but no matter what version you have, I'm fairly sure this guide will still work. Let's get started.
First of all, find your armor files. In your texture pack, there should be a folder named "armor." (I lack WinRAR, and use a copy of the default with clear glass to make my texture packs. They usually come with all the files, and I always make a custom glass texture anyways)
Open "armor" and you should see a bunch of files named <armor type>_1.png and <armor type>_2.png. For example, diamond_1.png and diamond_2.png. You should also see a PNG file named "power." "Power" is the animation displayed around a Charged Creeper. You should also see WitherArmor.png, which is the overlay for a Wither when....I forget. Either charging upon spawn or regenerating when its health is below 50%. FYI, cloth_1.png and cloth_2.png represent Leather Armor.
It is reccomended you do not use MS Paint, as it lacks the ability to retain the transparency in these files and can result in some pretty messed up armor. I use Paint.NET for this, but I'm sure Photoshop, Gimp, and all those other programs will work.
<armor type>_1.png represents the helmet, chestplate, and boots. In my key, I have labeled the areas represented by the Chestplate Item, Helmet Item, and Boot Item.
Hope that came out right.
Next up, <armor type>_2.png! The armor defined by this file is below the armor defined by <armor type>_1.png and is normally used for leggings. This is why the entire file is represented by the Leggings Item. However, an entire layer of armor can be created using this file! That is why, in some cases, people will use boots for leggings because the boots are at the same distance from the body as the chestplate and helmet and use leggings for boots, instead of the other way around. Either way, here's the key.
Note: Cloth_1_b and Cloth_2_b have the same key as Cloth_1 and Cloth_2. However, when leather armor is dyed, Cloth_1 and Cloth_2 are tinted. Cloth_1_b and Cloth_2_b, however, stay the same color. Cloth_1 and Cloth_2 should be gray, so they can be tinted. It is possible to erase all contents of Cloth_1 and Cloth_2 and draw all of your leather armor on Cloth_1_b and Cloth_2_b in order to make leather armor impossible to dye in your texturepack.
I hope this was useful. I wrote this guide when I didn't have as much skill as I do now. At this point, I can use color.properties and animate with ease (though to be fair, I'm terrible at fire animations), but looking over this guide, it still seems fairly accurate.
Well, that's all for now. If you are reading this sentence, it means you endured the endless nerd talk, and for that I thank you.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Pizkwat - Thank you very much for this. It has helped my texture pack creation a lot.
I just had a quick question... I downloaded a pack called (x32_Atherys_Ascended_1.4.2_v0.5), to go with the "Herobrine's Mansion" adventure map, and I got curious about the Diamond Armor texture in the Diamond_1.png... It looks like there is another layer, as you can do for your MC Skins, but this time, its on the helmet. It is located where you wrote, "Represented by chestplate item" In your first pic on the post. I don't really know how to upload a picture so show what i'm saying, but I was wondering if it is possible to do it like they did in this texture pack? And if so, could you explain? Because I really like how it looks.
Can you make a texture guide for cloth_1_b and cloth_2_b? They seem to have different guildlines then the normal textures, and I can't seem to figure out where they go.
Can you make a texture guide for cloth_1_b and cloth_2_b? They seem to have different guildlines then the normal textures, and I can't seem to figure out where they go.
The cloth_1.png and cloth_2.png are grayscale and recolored, and cloth_1_b.png and cloth_2_b.png are read exactly the same as their non _b counterparts, although they go over the other armor files and are not recolored.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Can you make a texture guide for cloth_1_b and cloth_2_b? They seem to have different guildlines then the normal textures, and I can't seem to figure out where they go.
With the new leather armor dying in 1.4, the original cloth_1 and cloth_2 are now grey-scaled and to this the dye in game is applied. Cloth_1_b and cloth_2_b are overlays, where you put the textures you want to remain undyed. The overlays are not greyscaled and can be any color, like the old cloth textures.
Cloth_1_b and cloth_2_b are textured the same, like all the same stuff goes everywhere; the hat, the front of the chest, etc. etc.
If I'm not being clear, feel free to PM me and I'd be glad to answer questions there so we don't clutter up this thread.
Pizkwat - Thank you very much for this. It has helped my texture pack creation a lot.
I just had a quick question... I downloaded a pack called (x32_Atherys_Ascended_1.4.2_v0.5), to go with the "Herobrine's Mansion" adventure map, and I got curious about the Diamond Armor texture in the Diamond_1.png... It looks like there is another layer, as you can do for your MC Skins, but this time, its on the helmet. It is located where you wrote, "Represented by chestplate item" In your first pic on the post. I don't really know how to upload a picture so show what i'm saying, but I was wondering if it is possible to do it like they did in this texture pack? And if so, could you explain? Because I really like how it looks.
The texturepack link is right underneath the video.
Please let me know! :/
P.S. - This is my first post by the way. Sorry if this isn't done right or something.
Hmmm.....
If it displayed in the game, then it works, and its possible to put a hat over a helmet. I suspect displaying this would require MC Patcher; I have MC Patcher, and it does allow many things to be displayed. I have never seen this done before. I suspect it only displays with MC Patcher, in which case I may not update the original post of this topic. However, if you could put together an armor texture that is the standard 16x16 resolution, make sure there is something drawn where this other layer is, stick it in a texturepack and use it without MC Patcher applied, we could find out if it works in vanilla.
Just put it in a folder named 'armor' and put that in a zipped folder (if a file is missing in a texturepack, Minecraft substitutes the default of the missing file when in use)
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Armors have been a bit of a tricky mess for me, no where could I find what effected what and using other packs for examples more then not just confused me more. Now I can see how they work and redo the armor for my pack and make it look more proper instead of having the wrong bits on the wrong file.
My TP uses the "hat" layers on chain and gold armor already, and it does in fact work in vanilla, so MCpatcher is not needed.
....Great, now I'm going to have to update an image where all the area has been used. Oh well. I'll do that around 5 PM today, I have to go to school soon. Thanks for the info
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Do you need a professional resource pack? Do you need it right now?
Be more specifif? I can help, probably, if I know the full stoty. Do you mean the undyeable bits are stuck as default but your custom dyeable parts display? Or are the undyeable parts just plain invisible?
Rollback Post to RevisionRollBack
Do you need a professional resource pack? Do you need it right now?
Be more specifif? I can help, probably, if I know the full stoty. Do you mean the undyeable bits are stuck as default but your custom dyeable parts display? Or are the undyeable parts just plain invisible?
I found the problem. My cloth_1_b was named like cloth 1 b instead of cloth_1_b so it wasnt detecting it and only using cloth_1 which was the dyed parts.
It appears that the 'Similar guide for mob skins' no loner exists. Which is rather annoying, because I'm working on a texturepack for a friend right now, and he wants the Enderdragon changed. Which would be fine; however, I haven't changed that tetxure in a while and I forget the key. Help?
Rollback Post to RevisionRollBack
Do you need a professional resource pack? Do you need it right now?
First of all, find your armor files. In your texture pack, there should be a folder named "armor." (I lack WinRAR, and use a copy of the default with clear glass to make my texture packs. They usually come with all the files, and I always make a custom glass texture anyways)
Open "armor" and you should see a bunch of files named <armor type>_1.png and <armor type>_2.png. For example, diamond_1.png and diamond_2.png. You should also see a PNG file named "power." "Power" is the animation displayed around a Charged Creeper. You should also see WitherArmor.png, which is the overlay for a Wither when....I forget. Either charging upon spawn or regenerating when its health is below 50%. FYI, cloth_1.png and cloth_2.png represent Leather Armor.
It is reccomended you do not use MS Paint, as it lacks the ability to retain the transparency in these files and can result in some pretty messed up armor. I use Paint.NET for this, but I'm sure Photoshop, Gimp, and all those other programs will work.
<armor type>_1.png represents the helmet, chestplate, and boots. In my key, I have labeled the areas represented by the Chestplate Item, Helmet Item, and Boot Item.
Hope that came out right.
Next up, <armor type>_2.png! The armor defined by this file is below the armor defined by <armor type>_1.png and is normally used for leggings. This is why the entire file is represented by the Leggings Item. However, an entire layer of armor can be created using this file! That is why, in some cases, people will use boots for leggings because the boots are at the same distance from the body as the chestplate and helmet and use leggings for boots, instead of the other way around. Either way, here's the key.
Note: Cloth_1_b and Cloth_2_b have the same key as Cloth_1 and Cloth_2. However, when leather armor is dyed, Cloth_1 and Cloth_2 are tinted. Cloth_1_b and Cloth_2_b, however, stay the same color. Cloth_1 and Cloth_2 should be gray, so they can be tinted. It is possible to erase all contents of Cloth_1 and Cloth_2 and draw all of your leather armor on Cloth_1_b and Cloth_2_b in order to make leather armor impossible to dye in your texturepack.
I hope this was useful. I wrote this guide when I didn't have as much skill as I do now. At this point, I can use color.properties and animate with ease (though to be fair, I'm terrible at fire animations), but looking over this guide, it still seems fairly accurate.
Well, that's all for now. If you are reading this sentence, it means you endured the endless nerd talk, and for that I thank you.
But Good to know...
Moved. It is now in the correct section.
This is wrong. Power is the texture added when you or a creeper are struck by lightning. This texture indicates that a creeper is a charged creeper.
The enchanted animation is /misc/glint.png
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I though you dies when you got stuck by lightning......
Meh. Never experimented with changing the file. Either way, it's irrelevant to the topic. I fixed it, though.
I just had a quick question... I downloaded a pack called (x32_Atherys_Ascended_1.4.2_v0.5), to go with the "Herobrine's Mansion" adventure map, and I got curious about the Diamond Armor texture in the Diamond_1.png... It looks like there is another layer, as you can do for your MC Skins, but this time, its on the helmet. It is located where you wrote, "Represented by chestplate item" In your first pic on the post. I don't really know how to upload a picture so show what i'm saying, but I was wondering if it is possible to do it like they did in this texture pack? And if so, could you explain? Because I really like how it looks.
I got the texture-pack here --> http://hypixel.net/threads/herobrines-mansion-adventure-map.200/
The texturepack link is right underneath the video.
Please let me know! :/
P.S. - This is my first post by the way. Sorry if this isn't done right or something.
The cloth_1.png and cloth_2.png are grayscale and recolored, and cloth_1_b.png and cloth_2_b.png are read exactly the same as their non _b counterparts, although they go over the other armor files and are not recolored.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
With the new leather armor dying in 1.4, the original cloth_1 and cloth_2 are now grey-scaled and to this the dye in game is applied. Cloth_1_b and cloth_2_b are overlays, where you put the textures you want to remain undyed. The overlays are not greyscaled and can be any color, like the old cloth textures.
Cloth_1_b and cloth_2_b are textured the same, like all the same stuff goes everywhere; the hat, the front of the chest, etc. etc.
If I'm not being clear, feel free to PM me and I'd be glad to answer questions there so we don't clutter up this thread.
Edit: Ninja'd. XD
Hmmm.....
If it displayed in the game, then it works, and its possible to put a hat over a helmet. I suspect displaying this would require MC Patcher; I have MC Patcher, and it does allow many things to be displayed. I have never seen this done before. I suspect it only displays with MC Patcher, in which case I may not update the original post of this topic. However, if you could put together an armor texture that is the standard 16x16 resolution, make sure there is something drawn where this other layer is, stick it in a texturepack and use it without MC Patcher applied, we could find out if it works in vanilla.
Just put it in a folder named 'armor' and put that in a zipped folder (if a file is missing in a texturepack, Minecraft substitutes the default of the missing file when in use)
My TP uses the "hat" layers on chain and gold armor already, and it does in fact work in vanilla, so MCpatcher is not needed.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
....Great, now I'm going to have to update an image where all the area has been used. Oh well. I'll do that around 5 PM today, I have to go to school soon. Thanks for the info
I found the problem. My cloth_1_b was named like cloth 1 b instead of cloth_1_b so it wasnt detecting it and only using cloth_1 which was the dyed parts.