Trust me, when the new block model system came out, I tried REALLy hard to see if I can add new Blockstates in a resource pack & give them textures & models, but it didn't work, no matter what I tried.
The blockstate system is 100% hardcoded in its operation. Currently, there are states that blocks have that aren't present in the blockstate file* and adding them in yourself doesn't actually work.
*=Examples of states that aren't in blockstate files are hopper "enabled" state, jukebox "has_record" state, dispenser/dropper/command block "triggered" state. See MC-60242 for full list.
As I explain in this suggestion thread about blockstates, this problem could be fixed by making the blockstate files a little more dynamic, which could also simplify the needed blockstate code if the system could combine individual states and thus combining models.
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
The blockstate system is 100% hardcoded in its operation. Currently, there are states that blocks have that aren't present in the blockstate file* and adding them in yourself doesn't actually work.
*=Examples of states that aren't in blockstate files are hopper "enabled" state, jukebox "has_record" state, dispenser/dropper/command block "triggered" state. See MC-60242 for full list.
As I explain in this suggestion thread about blockstates, this problem could be fixed by making the blockstate files a little more dynamic, which could also simplify the needed blockstate code if the system could combine individual states and thus combining models.
Nice thread, I think Items need something too though.
I would've posted on your thread but then I would've got in trouble for "Necro-Posting"
Nice thread, I think Items need something too though.
I would've posted on your thread but then I would've got in trouble for "Necro-Posting"
There is nothing wrong in itself with posting on an old topic.
For one, the rule is largely for topics 6 months or older, that typically don't apply anymore due to age. My topic is only 2 months old. I am still online and the idea still applies.
"Posts which continue substantial discussion of the topic are permitted." If you've got something worthwhile to say rather than "BUMP!" it's OK. Again, barring that the topic is not years old and you continue discussion that is needed rather than re-asking the same question that was answered or adding something to something that no longer applies.
So no, it's not necroposting, at least if you've got your wits about you. Otherwise it would be extremely unfair to make it against the rules for people to post on this topic that I've posted this technical suggestion topic that most people already aren't interested in posting on.
ALSO: Grum has teased a sort-of-item-state feature allowing textures based on stack size, durability (tools), time/point angle (clocks/compass), and pull states of bows. But they (Grum especially) are against creative freedom, saying it would allow "silly things"...... so don't get your hopes up
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
ALSO: Grum has teased a sort-of-item-state feature allowing textures based on stack size, durability (tools), time/point angle (clocks/compass), and pull states of bows. But they (Grum especially) are against creative freedom, saying it would allow "silly things"...... so don't get your hopes up
Good old Mojang. You got to love them
I love creative freedom being taken away. I love feeling like I'm in Soviet Russia.
Jokes aside it still bothers me about ideas that would be cool to have. It would be extremely great to have for Map-makers.
I love creative freedom being taken away. I love feeling like I'm in Soviet Russia.
Jokes aside it still bothers me about ideas that would be cool to have. It would be extremely great to have for Map-makers.
yeah....
indeed... >.>
it's great for map makers, mod makers, texture-pack authors, etc...
It feels to me they do this with everything...
I have had this blown out of the water when mentioning it to friends before, but I wanna see some compacted 1-block logic gates in MineCraft, withOUT having to install mods. Oh well...
Then again, it took years to be implemented, but colored glass did eventually make it to the game. And aside from the transparency issue, I'd say Mojang implemented that rather well. (although I am still partial to the original, heavily saturated colors)
I read mcpatcher supports stack and damage-based textures. However, i find any documentation and tutorials on mcpatcher to be just...CONFUSING!
Actually, what bugs me most about Mojang restricting creative freedom is the fact that despite being a "sandbox game"...
1: they're trying to make it more linear and "balanced" in survival mode, excessively so at times.
2: the blocks/entities/mobs that even in CREATIVE are unobtainable, short of hacks, which aren't always an option.
3. how pointless it is to try building really good stuff with the mushroom blocks, since you get ONE of their several variants when harvesting.
it's great for map makers, mod makers, texture-pack authors, etc...
It feels to me they do this with everything...
I have had this blown out of the water when mentioning it to friends before, but I wanna see some compacted 1-block logic gates in MineCraft, withOUT having to install mods. Oh well...
Then again, it took years to be implemented, but colored glass did eventually make it to the game. And aside from the transparency issue, I'd say Mojang implemented that rather well. (although I am still partial to the original, heavily saturated colors)
I read mcpatcher supports stack and damage-based textures. However, i find any documentation and tutorials on mcpatcher to be just...CONFUSING!
Actually, what bugs me most about Mojang restricting creative freedom is the fact that despite being a "sandbox game"...
1: they're trying to make it more linear and "balanced" in survival mode, excessively so at times.
2: the blocks/entities/mobs that even in CREATIVE are unobtainable, short of hacks, which aren't always an option.
3. how pointless it is to try building really good stuff with the mushroom blocks, since you get ONE of their several variants when harvesting.
I do agree with your points.
I have been meaning to make another thread (& add a link to it here) about how MCPatcher works. I was confusing for me to learn about CTM, but during the summer of my Sophomore to Junior in high school, I figured out how the CTM texture works & how all 47 textures are used. I have been wanting to make a thread so that I can help new artist understand things about MCPatcher much easier.
This guide is epic! No really it is really awesome to see how much effort goes into the community.
I would really like to get into texturing. I am already a freelance graphic designer so I know the basics of creating high quality textures. Unfortantly my main difficulty is time. If my time was unlimited I would be doing ALOT of things.
However its not, maybe one day I'll be able to clear some time to make a simple but sweet pack for people to try out. But I have to admit I have no idea how well I will be at maintaining it. (Especially with the speed at which minecraft updates)
Thanks! ^.^
You can slowly do a few textures here & there when ever you can. There might be a lot of textures, but just take slow.
I have been meaning to make another thread (& add a link to it here) about how MCPatcher works. I was confusing for me to learn about CTM, but during the summer of my Sophomore to Junior in high school, I figured out how the CTM texture works & how all 47 textures are used. I have been wanting to make a thread so that I can help new artist understand things about MCPatcher much easier.
k
oh god...PLS do, it would help me TONS...
unlike software programs, using someone else's resource pack as a base/reference has some drawbacks, when you just don't understand the first thing about mcpatcher! (like me)
and i REALLY wanna use ctm, custom colors, and random mobs, i think... MIGHT use some others, but idk for certain.
and oh!
thought of another creative limit:
biome colors being applied to sugarcane, and the fact that some of the leaves STILL cannot be modified with the foilagecolor.png file. And despite this HAS been reported as a bug, far as I know, it's NEVER been fixed, in fact, was even stated to "work as intended" . Last I checked, anyways...
unlike software programs, using someone else's resource pack as a base/reference has some drawbacks, when you just don't understand the first thing about mcpatcher! (like me)
and i REALLY wanna use ctm, custom colors, and random mobs, i think... MIGHT use some others, but idk for certain.
and oh!
thought of another creative limit:
biome colors being applied to sugarcane, and the fact that some of the leaves STILL cannot be modified with the foilagecolor.png file. And despite this HAS been reported as a bug, far as I know, it's NEVER been fixed, in fact, was even stated to "work as intended" . Last I checked, anyways...
I might start doing it soon then.
Sugarcane being colored I think is a good idea, because sugarcane would do that in real life.
Also Spruce & Birch leaves never have been modified to use the foilagecolor.png. BUT with MCPatcher or Optifine, you can use Custom Colors to make your Spruce & Birch leaves use the foilagecolor.png or anything other color map you create.
Sugarcane being colored I think is a good idea, because sugarcane would do that in real life.
Also Spruce & Birch leaves never have been modified to use the foilagecolor.png. BUT with MCPatcher or Optifine, you can use Custom Colors to make your Spruce & Birch leaves use the foilagecolor.png or anything other color map you create.
k then
tell me when you have it up
that is debate-able, it should be more optional, at least...
tbh, i hate almost ALL the biome compliance stuff...
I feel the classic grass looked better, but that's my opinion
It's actually rather annoying that spruce and birch ignore the foilagecolor.png.
It should be available in vanilla, given the other leaves DO comply with it.
There's NO reason for all these hard-coded color things, really...
Anyways, yep, I'll just have to use the customcolors in mcpatcher... >.>
and be a text file with the the extension .json (you'll want to save it using notepad, notepad++, text edit, or Gedit, using the options UTF-8 without BOM-mark, if you use text edit also make sure "smart quotes" is off)
name "reeds.json" and full file path would be
./assets/minecraft/models/block/reeds.json
Now, if you wanted to, you could do the same thing with spruce/birch leaves (or ANY leaves really, since you can control them separately, so you could have just oak on biome colors). It'd be as easy as finding the leaf model you wanted and changing the parent model from "leaves" to "cube_all" and then using a normal texture for those leaves.
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
and be a text file with the the extension .json (you'll want to save it using notepad, notepad++, text edit, or Gedit, using the options UTF-8 without BOM-mark, if you use text edit also make sure "smart quotes" is off)
name "reeds.json" and full file path would be
./assets/minecraft/models/block/reeds.json
Now, if you wanted to, you could do the same thing with spruce/birch leaves (or ANY leaves really, since you can control them separately, so you could have just oak on biome colors). It'd be as easy as finding the leaf model you wanted and changing the parent model from "leaves" to "cube_all" and then using a normal texture for those leaves.
i'm aware the JSON models can also do this, however it's probably not a solution for EVERYTHING...
(like redstone)
just saying
Actually, I wanna try some crazy stuff with the JSON models sometime...possibly...
One of those is making the beacon look WAAAAAY better...
But, I'll get back to this when/IF I get my computer working again...
i'm aware the JSON models can also do this, however it's probably not a solution for EVERYTHING...
(like redstone)
just saying
Actually, I wanna try some crazy stuff with the JSON models sometime...possibly...
One of those is making the beacon look WAAAAAY better...
But, I'll get back to this when/IF I get my computer working again...
I didn't say it was the solution to everything...... (also note: 1.8 and MCpatcher work together so it doesn't need to be a solution for everything) It is the solution to the problem you were complaining about. And yeah, with the model file I posted it'll be the default sugarcane without recoloring as it has been for most of its life in the game.
You're right, custom colors is still needed for recoloring the redstone colormap..... but models will cover that if Mojang gets things together and makes user-defined tinting (whether specifying a color directly, foliage map name, or in this case with redstone either a new image or start/end color values) .....they've made it sound like we'll get it eventually, but that the engine needs to be heavily reworked (1.9?) for it to even be possible.
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
I didn't say it was the solution to everything...... (also note: 1.8 and MCpatcher work together so it doesn't need to be a solution for everything) It is the solution to the problem you were complaining about. And yeah, with the model file I posted it'll be the default sugarcane without recoloring as it has been for most of its life in the game.
You're right, custom colors is still needed for recoloring the redstone colormap..... but models will cover that if Mojang gets things together and makes user-defined tinting (whether specifying a color directly, foliage map name, or in this case with redstone either a new image or start/end color values) .....they've made it sound like we'll get it eventually, but that the engine needs to be heavily reworked (1.9?) for it to even be possible.
Probably covered in here someplace, if so just point me to the section I need PLEASE.
I have edited several stone textures, however when you break the block the 3d rotating version is still the old block. where are these or how to correct texture of these?
what part of this covers how to fix the dropped block textures? I have several stone textures that I like but the broken block versions still look like the defaults. How do I fix this please?
Probably covered in here someplace, if so just point me to the section I need PLEASE.
I have edited several stone textures, however when you break the block the 3d rotating version is still the old block. where are these or how to correct texture of these?
what part of this covers how to fix the dropped block textures? I have several stone textures that I like but the broken block versions still look like the defaults. How do I fix this please?
Can you show me a picture? I have no clue what you mean
I have a slight idea on what you are trying to say, BUT I don't know if what I'm thinking is what you are trying to saying. So I think a picture would help me more.
Probably covered in here someplace, if so just point me to the section I need PLEASE.
I have edited several stone textures, however when you break the block the 3d rotating version is still the old block. where are these or how to correct texture of these?
what part of this covers how to fix the dropped block textures? I have several stone textures that I like but the broken block versions still look like the defaults. How do I fix this please?
I'm not exactly sure what you're talking about, but some shots in the dark as best I can with the information given:
if you're doing random rotations on blocks, breaking a block and re-placing it will not result in a different random texture. The random system/map format has fixed locations for random stuff.
block models and item models are different. if you want stone to have a specific item model (in inventory/GUI/item frames/dropped) you can do so likely with an un-inherited version of stone.json in models/item rather than models/block. Without doing so, it is likely using your first (or highest weighted) random variant. Note you can't use random textures on this.
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
I play a lot of Resonant Rise 3 and keep running into the problem that the only complete texture pack for it is Sphax, which is far from complete and very cartoony, and the vanilla resources, which I prefer despite having to run it at 16 bit instead of 64 bit. Having made partial Vanilla Texture packs before, and never kept any because Dokucraft was better, I have been considering making my own texture pack for Reasonant Rise 3.
I know that the project is HUGE and I'll probably never get very far but it's worth giving it a shot in 32 bit, my graphics skills struggle above that res unfortunately, but I must admit to not knowing how to get access to the default textures and texture arrangements of a mod.
Your Mod Support section isn't complete yet, so could someone please give me the basics of where to find them?
Well to get the Vanilla textures, you open the .jar file for that version of Minecraft that you are using (you have to use a program that opens .jar files & their archives. WinRAR is a good program & it's free). Then you will find a folder called "assets". Copy that into your resource pack. You will see another folder called "minecraft" inside that folder. That is where you can find the Vanilla textures.
Now do the same for the .jar files of the mods. You will see a folder called "assets" & inside that you will find a folder that say something (what it's called, depends on how the creator made the mod). Move that folder (inside the mod's "assets" folder) to your resource pack. That is how you can get the mod's textures.
You can find an example in the Lithos resource pack. That texture pack has a lot of mod support, so it can give you an idea of how you should structure your resource pack. (I'm not saying use Lithos, just open the resource pack up to see how you are going to add mod support).
Also I haven't worked on the guide because of other stuff taking my time from working on it.
The blockstate system is 100% hardcoded in its operation. Currently, there are states that blocks have that aren't present in the blockstate file* and adding them in yourself doesn't actually work.
*=Examples of states that aren't in blockstate files are hopper "enabled" state, jukebox "has_record" state, dispenser/dropper/command block "triggered" state. See MC-60242 for full list.
As I explain in this suggestion thread about blockstates, this problem could be fixed by making the blockstate files a little more dynamic, which could also simplify the needed blockstate code if the system could combine individual states and thus combining models.
"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
Nice thread, I think Items need something too though.
I would've posted on your thread but then I would've got in trouble for "Necro-Posting"
I need help!
Want new mobs in vanilla minecraft? Can't be bothered with mods? To long a wait for the next update?
click here to get more stuff in vanilla
Link RemovedImage RemovedLink RemovedImage Removed
There is nothing wrong in itself with posting on an old topic.
For one, the rule is largely for topics 6 months or older, that typically don't apply anymore due to age. My topic is only 2 months old. I am still online and the idea still applies.
"Posts which continue substantial discussion of the topic are permitted." If you've got something worthwhile to say rather than "BUMP!" it's OK. Again, barring that the topic is not years old and you continue discussion that is needed rather than re-asking the same question that was answered or adding something to something that no longer applies.
So no, it's not necroposting, at least if you've got your wits about you. Otherwise it would be extremely unfair to make it against the rules for people to post on this topic that I've posted this technical suggestion topic that most people already aren't interested in posting on.
ALSO: Grum has teased a sort-of-item-state feature allowing textures based on stack size, durability (tools), time/point angle (clocks/compass), and pull states of bows. But they (Grum especially) are against creative freedom, saying it would allow "silly things"...... so don't get your hopes up
"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
Good old Mojang. You got to love them
I love creative freedom being taken away. I love feeling like I'm in Soviet Russia.
Jokes aside it still bothers me about ideas that would be cool to have. It would be extremely great to have for Map-makers.
Nice! I am making a mod and struggle with getting a seamless texture. There were some good points.
<a href="http://www.minecraftforum.net/topic/1626486-the-lord-of-the-rings-mod-bringing-middle-earth-to-minecraft/"><img src='http://i.imgur.com/njpSEtu.jpg' /><a href="
Good. I'm glad that this guide has helped you.
yeah....
indeed... >.>
it's great for map makers, mod makers, texture-pack authors, etc...
It feels to me they do this with everything...
I have had this blown out of the water when mentioning it to friends before, but I wanna see some compacted 1-block logic gates in MineCraft, withOUT having to install mods. Oh well...
Then again, it took years to be implemented, but colored glass did eventually make it to the game. And aside from the transparency issue, I'd say Mojang implemented that rather well. (although I am still partial to the original, heavily saturated colors)
I read mcpatcher supports stack and damage-based textures. However, i find any documentation and tutorials on mcpatcher to be just...CONFUSING!
Actually, what bugs me most about Mojang restricting creative freedom is the fact that despite being a "sandbox game"...
1: they're trying to make it more linear and "balanced" in survival mode, excessively so at times.
2: the blocks/entities/mobs that even in CREATIVE are unobtainable, short of hacks, which aren't always an option.
3. how pointless it is to try building really good stuff with the mushroom blocks, since you get ONE of their several variants when harvesting.
I do agree with your points.
I have been meaning to make another thread (& add a link to it here) about how MCPatcher works. I was confusing for me to learn about CTM, but during the summer of my Sophomore to Junior in high school, I figured out how the CTM texture works & how all 47 textures are used. I have been wanting to make a thread so that I can help new artist understand things about MCPatcher much easier.
Thanks! ^.^
You can slowly do a few textures here & there when ever you can. There might be a lot of textures, but just take slow.
k
oh god...PLS do, it would help me TONS...
unlike software programs, using someone else's resource pack as a base/reference has some drawbacks, when you just don't understand the first thing about mcpatcher! (like me)
and i REALLY wanna use ctm, custom colors, and random mobs, i think... MIGHT use some others, but idk for certain.
and oh!
thought of another creative limit:
biome colors being applied to sugarcane, and the fact that some of the leaves STILL cannot be modified with the foilagecolor.png file. And despite this HAS been reported as a bug, far as I know, it's NEVER been fixed, in fact, was even stated to "work as intended" . Last I checked, anyways...
I might start doing it soon then.
Sugarcane being colored I think is a good idea, because sugarcane would do that in real life.
Also Spruce & Birch leaves never have been modified to use the foilagecolor.png. BUT with MCPatcher or Optifine, you can use Custom Colors to make your Spruce & Birch leaves use the foilagecolor.png or anything other color map you create.
k then
tell me when you have it up
that is debate-able, it should be more optional, at least...
tbh, i hate almost ALL the biome compliance stuff...
I feel the classic grass looked better, but that's my opinion
It's actually rather annoying that spruce and birch ignore the foilagecolor.png.
It should be available in vanilla, given the other leaves DO comply with it.
There's NO reason for all these hard-coded color things, really...
Anyways, yep, I'll just have to use the customcolors in mcpatcher... >.>
In 1.8 you can actually disable biome coloring using the model system just by removing the "tintindex" line on the face(s) you don't want recolored.
If you don't want a 3D model, that'll look like this:
{
"ambientocclusion": false,
"textures": {"particle": "blocks/reeds", "cross": "blocks/reeds"},
"elements": [
{ "from": [ 0.8, 0, 8 ],
"to": [ 15.2, 16, 8 ],
"rotation": { "origin": [ 8, 8, 8 ], "axis": "y", "angle": 45, "rescale": true },
"shade": false,
"faces": {
"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#cross"},
"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#cross"}}},
{ "from": [ 8, 0, 0.8 ],
"to": [ 8, 16, 15.2 ],
"rotation": { "origin": [ 8, 8, 8 ], "axis": "y", "angle": 45, "rescale": true },
"shade": false,
"faces": {
"west": { "uv": [ 0, 0, 16, 16 ], "texture": "#cross"},
"east": { "uv": [ 0, 0, 16, 16 ], "texture": "#cross"}}}
]
}
and be a text file with the the extension .json (you'll want to save it using notepad, notepad++, text edit, or Gedit, using the options UTF-8 without BOM-mark, if you use text edit also make sure "smart quotes" is off)
name "reeds.json" and full file path would be
./assets/minecraft/models/block/reeds.json
Now, if you wanted to, you could do the same thing with spruce/birch leaves (or ANY leaves really, since you can control them separately, so you could have just oak on biome colors). It'd be as easy as finding the leaf model you wanted and changing the parent model from "leaves" to "cube_all" and then using a normal texture for those leaves.
"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'm aware the JSON models can also do this, however it's probably not a solution for EVERYTHING...
(like redstone)
just saying
Actually, I wanna try some crazy stuff with the JSON models sometime...possibly...
One of those is making the beacon look WAAAAAY better...
But, I'll get back to this when/IF I get my computer working again...
I didn't say it was the solution to everything...... (also note: 1.8 and MCpatcher work together so it doesn't need to be a solution for everything) It is the solution to the problem you were complaining about. And yeah, with the model file I posted it'll be the default sugarcane without recoloring as it has been for most of its life in the game.
You're right, custom colors is still needed for recoloring the redstone colormap..... but models will cover that if Mojang gets things together and makes user-defined tinting (whether specifying a color directly, foliage map name, or in this case with redstone either a new image or start/end color values) .....they've made it sound like we'll get it eventually, but that the engine needs to be heavily reworked (1.9?) for it to even be possible.
"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
yeah...
oh, yeah...compatibility issues
yep..
indeed
IF... although , probably when
1.9 is unlikely, since "combat update"
Probably covered in here someplace, if so just point me to the section I need PLEASE.
I have edited several stone textures, however when you break the block the 3d rotating version is still the old block. where are these or how to correct texture of these?
what part of this covers how to fix the dropped block textures? I have several stone textures that I like but the broken block versions still look like the defaults. How do I fix this please?
Are you using any block or item models, or are you using resources from another pack?
Can you show me a picture? I have no clue what you mean
I have a slight idea on what you are trying to say, BUT I don't know if what I'm thinking is what you are trying to saying. So I think a picture would help me more.
I'm not exactly sure what you're talking about, but some shots in the dark as best I can with the information given:
"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
Well to get the Vanilla textures, you open the .jar file for that version of Minecraft that you are using (you have to use a program that opens .jar files & their archives. WinRAR is a good program & it's free). Then you will find a folder called "assets". Copy that into your resource pack. You will see another folder called "minecraft" inside that folder. That is where you can find the Vanilla textures.
Now do the same for the .jar files of the mods. You will see a folder called "assets" & inside that you will find a folder that say something (what it's called, depends on how the creator made the mod). Move that folder (inside the mod's "assets" folder) to your resource pack. That is how you can get the mod's textures.
You can find an example in the Lithos resource pack. That texture pack has a lot of mod support, so it can give you an idea of how you should structure your resource pack. (I'm not saying use Lithos, just open the resource pack up to see how you are going to add mod support).
Also I haven't worked on the guide because of other stuff taking my time from working on it.