I am currently working on a 1.12 texture pack and I am having a difficult time trying to add textures for some mods I use. I tried adding almost all the files of the assert of said mods, which obviously is a very stupid thought and so my launcher would not well launch.
I even went so far to find a resource pack that had the mod support of one of the mods I use and try to use it as a base but still, the textures do not show up in the game. Only the original textures are there.
Also, I wanted to add more variation of mobs like cows to the game, but frankly I haven't figured that out either and tried using packs that had this feature.
Any help would be lovely, I have been searching for weeks on solutions. thanks
Changing the textures of a mod should work the same way as changing the textures in minecraft except instead of working within minecraft's namespace[assets\minecraft] you use the mod's namespace. For example if changing textures for Biomes o' Plenty, or specifically to change the bamboo texture in Biomes o' Plenty you put your texture in "assets\biomesoplenty\blocks\bamboo.png".
Perhaps I could be of more help if I knew what mod you were making your pack for and which texture you were trying to change.
to add random variations of mobs you need optifine. but if you've seen packs do this without optifine please point me to them I'd love to see how they did this.
omg, biomesoplenty is one of the mods, the other is blood magic. I just thought some of the textures look ummm noisy and ugly (in my opinion). How do I setup the optifine to add the mobs? Like its installed in my basic mods as well as on the main server, but I am sure you meant it has to be put in the resource pack in some shape or form.
I have that exact line, but it does not seem to change it whether I attempt to have it on single or my server. is there something i need to check in the settings?
First, I had the path slightly wrong. Mod namespaces have the same file structure as the minecraft namespace, the path to bamboo is actually "assets\biomesoplenty\textures\blocks\bamboo.png."
Just having the files in the right spots with the same structure and names used in the mod should be enough to change the texture the same as in vanilla minecraft. There's no additional settings needed. If it's not working, check the names of your files and folders and make sure it's exactly right.
To find out a mod's asset's name and namespace, just open the mod's .jar file in a file explorer (i.e. windows explorer) or an archive program (e. g. 7zip) as if it were a .zip file, the first folder should be "assets", just like in minecraft and the folders in "assets" should be the namespaces the mod uses(most mods just have one namespace), from there it's set up the same as minecraft.
To have random mobs is pretty easy. In the main minecraft namespace of your resource pack you need another folder named "mcpatcher"(I should warn you that in optifine for 1.13 the mcpatcher folder has been renamed to "optifine," but if this is for 1.12 it still needs to be mcpatcher) in the mcpatcher folder, you need a folder called "mob". Think of this folder as a mirror of the "entity" folder in "minecraft\textures" i. e..that the textures here need to be in the same relative location as the counterpart in "entity","then simply put your additional mob textures in there with the same name as the base mob texture in the entity folder plus a number starting from 2.
For example if you want additional cows: the main cow texture is, "assets\minecraft\textures\entitiy\cow\cow.png
your additional cow textures should be at "assets\minecraft\mcpatcher\mob\cow\cow2.png," "cow3.png," and "cow4.png etc. optifine assumes the base cow texture in the entity folder is "cow1.png" which is why you start counting at 2.
Not all entity textures are in a sub-folder, for example chickens are at "~\textures\entity\chicken.png" so additional chickens start at "~\mcpatcher\mob\chicken2.png."this is what I mean by the files in "mob" mirroring the structure of "entity.
It's also possible to add a degree of control of your additional mob textures, such as setting some to only appear in certain biomes or change the rarity of some using an additional [MobName].properties file, but that might be beyond your needs.
There is a setting in options that might need to be turned on for random mobs to work ( I think it's under 'details' or 'quality' in the video settings, I don't remember, but I think it's on by default.
So I did do ask you told, even when you mistyped the path, I understood it. It solved it very nicely. So for the namespace, I assume you mean like just where all the normal files such as texture folder and models folders are? And if I understand correctly, I need to make a file for each texture included???
Hopefully, I understand the whole optifine thing and I will look into the properties file because I think it would be cool to make some more random than others. Thank you so much for the help, I kept placing the textures together into one folder.
the namespace folder is the folder in the 'assets' folder, for example all minecraft assets are in assets\minecraft\, that's the minecraft namespace, all Biomes o' Plenty assets are in assets\biomesoplenty\. Namespaces are an aspect to programming, don't worry too much about the term, just make sure the paths and file names are exactly right. Namespaces only really come up if you try to use optifine features like ctm on the files in a mod.
You don't need to make a new file for every asset in a mod, just like with minecraft, any file you don't make an alternative for in your resource pack will fall back on the default.
but keep in mind, that documentation has been updated for 1.13, but the only differences is that instead of optifine\random described in the doc, you want your files in mcpatcher\mob, and also use "skins.<n>=" instead of "textures.<n>=" described in the doc
Thank you so much. Your information has really helped me and you made it very easy for me to understand.
If you wouldn't mine one last question: How would you give do multiple iron golems? I got the mcpatcher to work with mooshrooms, but not the golem. Does it have a different namespace? I made sure not to have "iron_golem1.png" for the second texture of it and i placed it in a folder label "iron_golem" in the mcptacher folder
Nothing minecraft related has a different namespace except mods. "iron_golem2.png" should go directly in "assets\minecraft\mcpatcher\mob\" not in a sub-folder.
okay, I lied. i have another mob not seeming to work. How would i go about doing cats? I look in the link you gave me hoping it would give me the answer.
For cats you need to add to the existing names (even if your cats are nothing like the name you add to. Cats go in "assets\minecraft\mcpatcher\mob\cat\"
For example, if you make a white variation of the cat you can name it black2.png and put it in the aforementioned folder, then, in game, half of all black cats spawned will be white. you can do other variations and name them things like red2.png, siamese2.png, black3.png, etc.
I am sure this is getting annoying, but this seems to be the only way to get help otherwise because none of my friends know anything of coding or Minecraft. Now i have a major issue though regarding the resource pack and actually launching the game.
So I had an issue like this before when the pack like fowled something up on launch and gave a similar error like this one:
"The game crashed whilst initializing game
Error: cdo: Unable to fit: minecraft:blocks/lava_flow - size: 32x32 - Maybe try a lowerresolution resourcepack?"
Before I would just go back to a previous reversion of my pack because of the block states folder? I don't know why it causes so much issue, but I need it if I want to have random variations in some blocks: like bookshelves; however, now I face a whole new issue when I try to launch after removal of the pack (which work just fine before in launch, and now did not wish to work afterwards) and still getting this answer. I searched for a solution which told me to change the line in my opiton.txt folder and I did. It still is crashing.
I am really sorry at this point I feel extremely needy, but I really appreciate that you did keep replying with answers.
the default, lava flow texture is 32xanimated, that error crops up in the logs but it shouldn't be related to the crash. and I doubt the added blockstates caused the crash, but to be sure, I would check your syntax in any .json files in your pack. also, start the game with the log active. under "settings" check the open output log when game starts. after it crashes look through the errors and warnings in the log to see if it references any files in your pack as having incorrect syntax or being unable to load
I am pretty sure I had to uninstall my whole Minecraft because there is NO pack in the folder anymore. I have deleted the line in the options because it still said the name, and I still tried to use the installer to repair my launcher but it is still broken. To be honest, I probably should not be attempting a resource pack. I have only limited knowledge of what some of the java code is saying, but even then I really broke the whole launcher over the texture pack.
If it is not too weird, is there a better way of communication? Also, let me know if I am being too annoying. ;_;
I attach the crash file of trying to launch without the pack in it.
yeah, I am using windows, I will check the logs when I put the next version of my pack in. I just finished doing an overlay, but I am still scared its gonna give me the same error. It happens more often then it should, and so I go a restore older versions of my pack until I find one that works and start rebuilding what I lost.
I don't know if your still willing to help, but my newest issue (after looking through some tutorials and such):
I wanted to add variations to my cobblestone. So, the way I set it up from using a video and looking at a texture pack called "invictus" which has five textures for cobblestone and even using through files, I just could not equal the textures rendering in.
Last variation in my setup:
Blockstates coding:
{
"variants": {
"normal": [ { "model": "cobblestone",}, {"model": "cobblestone/cobblestone1"} ] } } (i did move the brackets on the same line, to save space on this post)
You had a misplaced comma after the first model, also variants:{"<blank>}" is all you need there. Also, "'model':" starts looking from the "models" folder in minecraft and "block" is a sub-folder so, assuming you still want to use the default cobblestone and your version of the cobblestone is in the same folder, you need the "block/" suffix
Well, that code seems to make the default cobblestone show up again, but it does not add the variant. Probably because I'm stupid. I do not know what I'm doing wrong. I follow all the tutorials, but I guess none were made for 1.12
Here the codes. I moved the cobblestone1 model out of the folder i had put it in, because it did not work still with the code you gave me and tried it in the main list where all the model codes are.
I am currently working on a 1.12 texture pack and I am having a difficult time trying to add textures for some mods I use. I tried adding almost all the files of the assert of said mods, which obviously is a very stupid thought and so my launcher would not well launch.
I even went so far to find a resource pack that had the mod support of one of the mods I use and try to use it as a base but still, the textures do not show up in the game. Only the original textures are there.
Also, I wanted to add more variation of mobs like cows to the game, but frankly I haven't figured that out either and tried using packs that had this feature.
Any help would be lovely, I have been searching for weeks on solutions. thanks
Changing the textures of a mod should work the same way as changing the textures in minecraft except instead of working within minecraft's namespace[assets\minecraft] you use the mod's namespace. For example if changing textures for Biomes o' Plenty, or specifically to change the bamboo texture in Biomes o' Plenty you put your texture in "assets\biomesoplenty\blocks\bamboo.png".
Perhaps I could be of more help if I knew what mod you were making your pack for and which texture you were trying to change.
to add random variations of mobs you need optifine. but if you've seen packs do this without optifine please point me to them I'd love to see how they did this.
omg, biomesoplenty is one of the mods, the other is blood magic. I just thought some of the textures look ummm noisy and ugly (in my opinion). How do I setup the optifine to add the mobs? Like its installed in my basic mods as well as on the main server, but I am sure you meant it has to be put in the resource pack in some shape or form.
I have that exact line, but it does not seem to change it whether I attempt to have it on single or my server. is there something i need to check in the settings?
First, I had the path slightly wrong. Mod namespaces have the same file structure as the minecraft namespace, the path to bamboo is actually "assets\biomesoplenty\textures\blocks\bamboo.png."
Just having the files in the right spots with the same structure and names used in the mod should be enough to change the texture the same as in vanilla minecraft. There's no additional settings needed. If it's not working, check the names of your files and folders and make sure it's exactly right.
To find out a mod's asset's name and namespace, just open the mod's .jar file in a file explorer (i.e. windows explorer) or an archive program (e. g. 7zip) as if it were a .zip file, the first folder should be "assets", just like in minecraft and the folders in "assets" should be the namespaces the mod uses(most mods just have one namespace), from there it's set up the same as minecraft.
To have random mobs is pretty easy. In the main minecraft namespace of your resource pack you need another folder named "mcpatcher"(I should warn you that in optifine for 1.13 the mcpatcher folder has been renamed to "optifine," but if this is for 1.12 it still needs to be mcpatcher) in the mcpatcher folder, you need a folder called "mob". Think of this folder as a mirror of the "entity" folder in "minecraft\textures" i. e..that the textures here need to be in the same relative location as the counterpart in "entity","then simply put your additional mob textures in there with the same name as the base mob texture in the entity folder plus a number starting from 2.
For example if you want additional cows: the main cow texture is, "assets\minecraft\textures\entitiy\cow\cow.png
your additional cow textures should be at "assets\minecraft\mcpatcher\mob\cow\cow2.png," "cow3.png," and "cow4.png etc. optifine assumes the base cow texture in the entity folder is "cow1.png" which is why you start counting at 2.
Not all entity textures are in a sub-folder, for example chickens are at "~\textures\entity\chicken.png" so additional chickens start at "~\mcpatcher\mob\chicken2.png."this is what I mean by the files in "mob" mirroring the structure of "entity.
It's also possible to add a degree of control of your additional mob textures, such as setting some to only appear in certain biomes or change the rarity of some using an additional [MobName].properties file, but that might be beyond your needs.
There is a setting in options that might need to be turned on for random mobs to work ( I think it's under 'details' or 'quality' in the video settings, I don't remember, but I think it's on by default.
So I did do ask you told, even when you mistyped the path, I understood it. It solved it very nicely. So for the namespace, I assume you mean like just where all the normal files such as texture folder and models folders are? And if I understand correctly, I need to make a file for each texture included???
Hopefully, I understand the whole optifine thing and I will look into the properties file because I think it would be cool to make some more random than others. Thank you so much for the help, I kept placing the textures together into one folder.
the namespace folder is the folder in the 'assets' folder, for example all minecraft assets are in assets\minecraft\, that's the minecraft namespace, all Biomes o' Plenty assets are in assets\biomesoplenty\. Namespaces are an aspect to programming, don't worry too much about the term, just make sure the paths and file names are exactly right. Namespaces only really come up if you try to use optifine features like ctm on the files in a mod.
You don't need to make a new file for every asset in a mod, just like with minecraft, any file you don't make an alternative for in your resource pack will fall back on the default.
the documentation for mob.properties is here:
https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/random_entities.properties
but keep in mind, that documentation has been updated for 1.13, but the only differences is that instead of optifine\random described in the doc, you want your files in mcpatcher\mob, and also use "skins.<n>=" instead of "textures.<n>=" described in the doc
Thank you so much. Your information has really helped me and you made it very easy for me to understand.
If you wouldn't mine one last question: How would you give do multiple iron golems? I got the mcpatcher to work with mooshrooms, but not the golem. Does it have a different namespace? I made sure not to have "iron_golem1.png" for the second texture of it and i placed it in a folder label "iron_golem" in the mcptacher folder
Nothing minecraft related has a different namespace except mods. "iron_golem2.png" should go directly in "assets\minecraft\mcpatcher\mob\" not in a sub-folder.
okay, I lied. i have another mob not seeming to work. How would i go about doing cats? I look in the link you gave me hoping it would give me the answer.
For cats you need to add to the existing names (even if your cats are nothing like the name you add to. Cats go in "assets\minecraft\mcpatcher\mob\cat\"
For example, if you make a white variation of the cat you can name it black2.png and put it in the aforementioned folder, then, in game, half of all black cats spawned will be white. you can do other variations and name them things like red2.png, siamese2.png, black3.png, etc.
I am sure this is getting annoying, but this seems to be the only way to get help otherwise because none of my friends know anything of coding or Minecraft. Now i have a major issue though regarding the resource pack and actually launching the game.
So I had an issue like this before when the pack like fowled something up on launch and gave a similar error like this one:
"The game crashed whilst initializing game
Error: cdo: Unable to fit: minecraft:blocks/lava_flow - size: 32x32 - Maybe try a lowerresolution resourcepack?"
Before I would just go back to a previous reversion of my pack because of the block states folder? I don't know why it causes so much issue, but I need it if I want to have random variations in some blocks: like bookshelves; however, now I face a whole new issue when I try to launch after removal of the pack (which work just fine before in launch, and now did not wish to work afterwards) and still getting this answer. I searched for a solution which told me to change the line in my opiton.txt folder and I did. It still is crashing.
I am really sorry at this point I feel extremely needy, but I really appreciate that you did keep replying with answers.
the default, lava flow texture is 32xanimated, that error crops up in the logs but it shouldn't be related to the crash. and I doubt the added blockstates caused the crash, but to be sure, I would check your syntax in any .json files in your pack. also, start the game with the log active. under "settings" check the open output log when game starts. after it crashes look through the errors and warnings in the log to see if it references any files in your pack as having incorrect syntax or being unable to load
I am pretty sure I had to uninstall my whole Minecraft because there is NO pack in the folder anymore. I have deleted the line in the options because it still said the name, and I still tried to use the installer to repair my launcher but it is still broken. To be honest, I probably should not be attempting a resource pack. I have only limited knowledge of what some of the java code is saying, but even then I really broke the whole launcher over the texture pack.
If it is not too weird, is there a better way of communication? Also, let me know if I am being too annoying. ;_;
I attach the crash file of trying to launch without the pack in it.
Ugh, I doubt having the log open really fixed itself, but it did finally launch. I am so so so sorry.
all the same, check the log, are you on windows?
yeah, I am using windows, I will check the logs when I put the next version of my pack in. I just finished doing an overlay, but I am still scared its gonna give me the same error. It happens more often then it should, and so I go a restore older versions of my pack until I find one that works and start rebuilding what I lost.
Hello, again Giammodified,
I don't know if your still willing to help, but my newest issue (after looking through some tutorials and such):
I wanted to add variations to my cobblestone. So, the way I set it up from using a video and looking at a texture pack called "invictus" which has five textures for cobblestone and even using through files, I just could not equal the textures rendering in.
Last variation in my setup:
Blockstates coding:
{
"variants": {
"normal": [ { "model": "cobblestone",}, {"model": "cobblestone/cobblestone1"} ] } } (i did move the brackets on the same line, to save space on this post)
Models:
cobblestone[folder]:
{ "parent": "block/cube_all",
"textures": { "all": "blocks/cobblestone1" } }
(i still had the original cobblestone file in its normal location)
textures:
cobblestone.png
cobblestone1.png (both located in just the texture file/no folder separation)
Indeed, that is very hard to read, next time please use the forum's code block,
also, try this:
You had a misplaced comma after the first model, also variants:{"<blank>}" is all you need there. Also, "'model':" starts looking from the "models" folder in minecraft and "block" is a sub-folder so, assuming you still want to use the default cobblestone and your version of the cobblestone is in the same folder, you need the "block/" suffix
Well, that code seems to make the default cobblestone show up again, but it does not add the variant. Probably because I'm stupid. I do not know what I'm doing wrong. I follow all the tutorials, but I guess none were made for 1.12
Here the codes. I moved the cobblestone1 model out of the folder i had put it in, because it did not work still with the code you gave me and tried it in the main list where all the model codes are.