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    posted a message on hello I need help, how can I change the name of an item with aresoure pack

    if you find the lang folder under assets/minecraft/lang, there's a file called en_us.json. That means English US. Inside of that is every word you'll find throughout Minecraft. It's a mess to scroll through, so press ctrl+F to open the search window. Type in the item that you want to change the name of and it should be highlighted. Only change what's in the quotation marks, though, because that's what'll display in game. Save it in the same place and it should work.

    Posted in: Resource Pack Help
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    posted a message on Changing the tropical fish hard coded textures?

    You might be able to do it with Optifine, I know you can change a wide range of hardcoded colors with it. Watch this video by Uncle Jam and see if it helps you out, I don't think he mentions Tropical Fish, but it might still clear some things up. Also, in his description, you can find the github notes for Optifine, and that will tell you for sure if there's an option to do it or not.


    Posted in: Resource Pack Help
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    posted a message on Can I make custom armor with custom_model_data to change the texture / model?

    If you're trying to get the 3D armor to display differently, like when its on your body or on an armor stand, you can edit those by going into textures/models/armor. Each armor has two layers. Layer 2 is just the pants, and layer one has the helmet, chestplate and boots. This makes it so the leggings can fit under the boots and chestplate. You could probably find a template somewhere, but if now, I can get you one. If you have any questions, I'll do my best to fill ya in

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    posted a message on Minecraft Optifine - Custom Entity Texture

    I tried doing something similar with chests. I know you can make name dependent mobs using Optifine, with the .properties files, but I tried this with chests and I couldn't get anything to work. I wanted to make biome specific trapped chests so you had these little biome-crates. Neither the name or biome dependencies worked, I'm afraid. You CAN do name dependent GUIs, however, so the outside of the shulker box wouldn't change textures, but the inventory window that pulls up when you open could have different textures based on what its named. That might be a step down for you but that's all I really know how to do. If someone more experienced comes along and decides to help, maybe they can answer this for both of us?

    Posted in: Resource Pack Help
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    posted a message on Biome Specific Lava w/ Optifine

    I've been doing research on how to apply an optifine grid colormap to lava and I can't figure it out. There's surprisingly little information about it. I keep finding the same question but never a real answer. I want to make it so lava has a different color in each biome, like water. color.properties in optifine colormaps allows me to make colormaps for under the lava, but that doesn't do any good if the lava never changes colors. I'm in 1.16.4. Anybody have a suggestion? How do I do this?

    Posted in: Resource Pack Help
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    posted a message on Creating Block Overlays Similar to Grass

    Okay, so I figured that maybe I should try something that's easier to understand first, and then come back to the tulip after I know what I'm doing. So I used the same colormap and gave it to the birch planks. The goal is to make it so only two of the four 'boards' on the texture are effected by the colormap. This would make it so the other two are unchanging no matter what biome they are in. That's what I want to do with the tulip as well, I want to learn how to make textures that are only partially effected by biome colormaps. I tried to copy what I saw happening with the grass block as best I could to see if I could figure it out. So down below I attached the birch plank texture and the overlay I created. I want to make it so the overlay, the two boards, is the only part of the block effected by the biome colormap. Then I copied what I saw in the grass.json model file into the birch_planks.json also in models. That's down below too. This worked decently well, the only issue is that the overlay texture still covers the whole block. For example, in the screenshot I uploaded, the plains biome makes the texture light green. My issue now is that the overlay doesn't let the texture beneath it show, like grass blocks do. Instead it covers the blank sections with just the plains green color. I attached a link to a similar thread that had the same issue, if that helps make what I need help with more clear. I currently have the exact same problem GoopyXXV did. If I can figure out how to do this on the birch planks, my hope is that I can take what I learn and apply it to the tulip later. Any suggestions?


    GoopyXXV's issue:

    https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/resource-packs/resource-pack-help/2843100-creating-a-block-overlay

    Posted in: Resource Pack Help
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    posted a message on Null Blocks

    If its displaying the missing texture, the black-and-purple checkered block, then it likely means that it can't find the texture you're looking for. What exactly does it look like?

    Posted in: Resource Pack Help
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    posted a message on Creating Block Overlays Similar to Grass

    the colormap changes the entire flower. I just was wondering if I can keep those color changes to only specific portions of the texture. In this case, that's the bulb of the flower. I just want to know if I can put the second image I uploaded, the flower's stem, overlayed on top of the first so the color map effects the flower bulb and not the stem. The little bit of coding I did in the .json file I attached doesn't work, I just tried something on a hunch and wondered if you guys had any guidance for me. So, to your knowledge, is it possible for me to give this tulip a second overlaid layer that is not effected by the biome specific colormap?

    Posted in: Resource Pack Help
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    posted a message on Double chest

    What version are you in? in 1.16.4, there are sperate textures for the left and right sides of the double chest, but if you're in an older version, things might be a bit different.

    Posted in: Resource Pack Help
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    posted a message on ı dont know how to fix this can anybody help me

    I don't know if you can. The bigger the item's texture, the more see through the sides are. If you do a texture 64x64, you can see through each little pixel. I think your issue is just that the image is such high resolution. I don't think there's much you can do on that front. Sorry

    Posted in: Resource Pack Help
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    posted a message on Help making a texture pack

    Uncle Jam is the best person I've found. His tutorials are out of date, but that doesn't effect as much as you'd think. Read the comments, people provide necessary information on updates. The biggest one is to change the "mcpatcher" folder tom "optifine". TheTerrain also helps with some specific details.



    https://www.youtube.com/c/UncleJam/featured

    https://www.youtube.com/channel/UCLlVS9RRl8nC2Yirs1YbrOg

    Posted in: Resource Pack Help
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    posted a message on Any updated guides to texturing?

    I watch a lot of Uncle Jam, his tutorials are out of date, but if you read the comments to his videos, people fill in what needs to be changed. Most of what he explains still works in 1.16.4. The other YouTube Channel I watch that helps with more specific informaiton is The Terrain, he does his stuff in 1.16 from what I understand. But Uncle Jam helps a ton, maybe give him a look.


    https://www.youtube.com/c/UncleJam/featured

    https://www.youtube.com/channel/UCLlVS9RRl8nC2Yirs1YbrOg

    Posted in: Resource Pack Help
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    posted a message on Optifine projectile arrow CIT?

    It might be possible, but I don't know if it is. Arrows register as entities, and I don't think you can match up entities to cit's. I had some issues with this back when I tried to do name dependent Enchanting Tables, but the Enchanting Book is an entity separate from the block. But, I later learned that you can't do name dependent cit's for blocks anyway. As far as I know, what you're asking isn't possible. But I'm still kind of new to this so there might still be hope. Sorry I couldn't be of more help. What I did to counter this was just make smaller separate resource packs for the three variants, and just pick which one you want at the time. it's not much of a replacement, it's annoying having multiple resource packs for once concept, but maybe it's something you try.

    Posted in: Resource Pack Help
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    posted a message on Hi I was wondering if someone could help me with my texture pack issue.

    If you're talking about adding it to the 3D textures, its a very similar process to putting it over the items. You can find the original in minecraft/textures/models/armor. There are two layers for the Diamond, called diamond_layer_1.png and diamond_layer_2.png. Layer 2 is just the pants, and layer 1 has the helmet, chestplate, and boots. I've attached a template to help you figure out what is what and where each texture will display. Like KittenKatja said, trial and error is a good way to match everything up. Once you make your textures, just save them in the same location with the same names as the png's above and you should be good to go. Let me know if you have ay questions


    T=top

    F=front

    L=left

    R=right

    B=back

    I=inside

    U=underside

    Posted in: Resource Pack Help
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    posted a message on Creating Block Overlays Similar to Grass

    So I turn the flower stem grayscale? Won't that make it still colors more? I'm trying to get the stem to overlay on top of the color changing texture, kinda like potions, how the bottle is colorized and unchanging, but the contents are grayscale so the colormap can display over the top. That way the flower bulb will only be colored, and the stem will remain green no matter what biome they're in.

    I have the flower named as "white_tulip" and the green stem as "white_stem_overlay", maybe that's the issue and I need to change them around? Is it even possible to add an overlay to a block that doesn't usually have one?

    Posted in: Resource Pack Help
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