Im trying to create a Texture pack for Jurassicraft. Instead of going into winrar and replacing textures, I actually want to have a normal Resource Pack with the textures in.
Just like you, I'm pretty fresh to resource-pack-making but I think that to do this you might need to fiddle a bit with the code or make some files, because when you load a mod it does not create a folder with its stuff inside the minecraft directory, but the mod folder.
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Im trying to create a Texture pack for Jurassicraft. Instead of going into winrar and replacing textures, I actually want to have a normal Resource Pack with the textures in.
(yes i am changing texture pack to resource pack)
Everything in a resource pack is relative to the /assets/ folder. So a normal resource pack goes "/assets/minecraft/..." with all its various sub-folders and whatnot. Well, with mods you have the same thing except it starts out "/assets/mod_name_here/..." with all its sub-folders and files. All you need to do is copy what the original mod has in ITS assets folder 1:1. So if there's a folder that's like "/assets/jurassicraft/dinosaurs/..." in the mod then you should have "assets/jurassicraft/dinosaurs/" as a folder in your resource pack. Just look at what the mod does for its fine and folder names, and copy that while replacing all of the actual assets with your own.
Im trying to create a Texture pack for Jurassicraft. Instead of going into winrar and replacing textures, I actually want to have a normal Resource Pack with the textures in.
(yes i am changing texture pack to resource pack)
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Just like you, I'm pretty fresh to resource-pack-making but I think that to do this you might need to fiddle a bit with the code or make some files, because when you load a mod it does not create a folder with its stuff inside the minecraft directory, but the mod folder.
Everything in a resource pack is relative to the /assets/ folder. So a normal resource pack goes "/assets/minecraft/..." with all its various sub-folders and whatnot. Well, with mods you have the same thing except it starts out "/assets/mod_name_here/..." with all its sub-folders and files. All you need to do is copy what the original mod has in ITS assets folder 1:1. So if there's a folder that's like "/assets/jurassicraft/dinosaurs/..." in the mod then you should have "assets/jurassicraft/dinosaurs/" as a folder in your resource pack. Just look at what the mod does for its fine and folder names, and copy that while replacing all of the actual assets with your own.
Does that explain it well enough?