• 0

    posted a message on Matching Block UI - Faithful x32 addon: NOW UPDATED TO 1.16!

    With the release of the Nether Update today, I'm releasing an update to my UI addon for the Faithful resource pack!

    A block texture-based UI for the Smithing Table has been added and a bunch of tweaks were made to existing textures.

    Download it from Planet Minecraft using the link below!


    https://www.planetminecraft.com/texture-pack/matching-block-ui-faithful-addon-1-15-32x32/

    Posted in: Resource Packs
  • 0

    posted a message on LIVE Minecraft Dungeons (Hero Edition) On Release Day!

    Join me on Tuesday at noon PDT as I stream the full release of Minecraft Dungeons!

    Posted in: Live Streams
  • 0

    posted a message on Minecraft++ Series FINALE with an Explosive Conclusion!

    Aidan and I team up for a finale that doesn't start as planned, but ends up concluding the way any modded series should!

    Posted in: Let's Plays
  • 0

    posted a message on Matching Block UI - Faithful Addon [1.15] (32x32)

    Intractable blocks in Minecraft all have unique textures. It's easy to tell apart a Blast Furnace from a Smoker, but once your interact with the block, that unique texture disappears behind a pretty plain UI. This pack is designed to change that and let the blocks keep their unique textures whether they're open or not!

    Made by PixelEagle138, this resource pack incorporates block textures into nearly every UI while remaining loyal to the basic Faithful design. The Crafting Table UI looks like a Crafting Table, the Brewing Stand UI looks like a Brewing Stand, and so much more!


    DOWNLOAD FROM PLANET MINECRAFT

    -----------------------------------------------------------
    https://www.planetminecraft.com/texture_pack/matching-block-ui-faithful-addon-1-15-32x32/


    AFFECTED UIs
    ----------------------
    - Crafting Table
    - Stonecutter
    - Furnace
    - Blast Furnace
    - Smoker
    - Chest (including Christmas variants)
    - Barrel
    - Shulker Box (based on color)
    - Anvil
    - Hopper
    - Dispenser/Dropper
    - Cartography Table
    - Loom
    - Grindstone
    - Enchanting Table
    - Brewing Stand
    - Beacon
    - Recipie Book
    - Villager (based on profession)
    - Wandering Trader


    IMPORTANT NOTE
    ----------------------------
    Optifine does not yet support changing Chest Minecart UI separately from the regular Chest UI, so the header text will overlap its box. There is currently no way to fix this until support is added, but I do plan to update this pack as soon as it is.


    EXTRAS
    ------------
    - This pack requires Optifine in order to fully work
    - This is intended as an addon to the Faithful resource pack

    Posted in: Resource Packs
  • 0

    posted a message on Different Textures for Explorer/Treasure Maps

    I tried, but I seem to be missing something in the code.

    This is what I have tried in the past:

    type=item
    items=minecraft:filled_map
    texture=ocean.png
    texture.filled_map_markings=icons_clear.png
    nbt.display.Name=ipattern:*Ocean Explorer Map

    I have this .properties file in minecraft>assets>optifine>cit>items (with the images I'm trying to use in the same folder).

    Have I mistyped something or is there something else I need?

    Posted in: Resource Pack Help
  • 0

    posted a message on Different Textures for Explorer/Treasure Maps

    The items in the inventory

    I want to differentiate the maps more than just different colors on the markings.

    Posted in: Resource Pack Help
  • 0

    posted a message on Different Textures for Explorer/Treasure Maps

    What I want to do for my resource pack is add custom textures for the Woodland Explorer, Ocean Explorer, and Buried Treasure maps so that they're unique and not just color variants of a filled map. I thought of two possible solutions if this is possible, but I'm missing details (or it's just not possible).


    My first thought is that I can add a model .json file with something like this (using the Woodland Explorer Map as an example):

    {
        "parent": "item/generated",
        "textures": {
            "layer0": "custom/woodland_map"
        }
    }
    
    


    But since the explorer maps are basically filled maps with data tags, either I would need another line of code that I don't know to define it, or I need a particular name for the .json file. So that's where I'm stuck there.


    My second thought is that I need Optifine (which I use anyway) and I can somehow use cit to define the new texture, but once again explorer maps don't have special names, so idk what I'd define in the .properties file so that it targets the maps.


    Does anyone know what I'm missing? If this isn't possible with the current way packs are set up, please tell me that so that I can move on to a new project. Thanks!

    Posted in: Resource Pack Help
  • 0

    posted a message on Let's Play S2E8 - The First Wither Skull

    Last episode of this series was a livestream, but since then disaster struck in the Nether! So in this video, it's time to get some revenge....


    Posted in: Let's Plays
  • 0

    posted a message on Nether Update 20w06a Snapshot Review

    Here's my review of the latest snapshot and its features!
    Towards the end I also talk about my own ideas/theories about what this update means for the future of Minecraft.

    Posted in: Reviews
  • 0

    posted a message on Different Texture for the Enchanted Golden Apple
    Quote from Alvoria»

    This one is actually pretty easy, at least if you're in a newer version of Minecraft. Just alter the item model file "/assets/minecraft/models/item/enchanted_golden_apple.json" so that it points to a different texture. It's mostly human-readable and so isn't too hard to figure out even if you're not familiar with the vanilla model's system so long as you understand how resource packs work in general.


    If you're on an older version, this can still be done with Optifine's CIT... though that's a bit more complicated and so I'd rather not go into it if you don't need it. Regardless, it is possible and I know it is because I did it in my own pack. ;)


    I hope that helps you.


    EXCELLENT!
    It worked perfectly!
    Thank you so much for your help! :D

    Posted in: Resource Pack Help
  • 0

    posted a message on Different Texture for the Enchanted Golden Apple

    For the longest time, I've wanted to have the textures be different for the two Golden Apple versions (I posted a concept of what my design would look like below), but I have never been able to find anything, until now!


    I found this Reddit post where someone actually managed to do it, but unfortunately, they aren't releasing their pack yet, and I don't have Reddit so I can't ask them how they did it.

    Does anyone know what they did? If you could help me out that'd me much appreciated! Thanks!

    Posted in: Resource Pack Help
  • 0

    posted a message on 3D shield_blocking.json changes not applying

    In case anyone finds this thread, I finally fixed it :)
    I was missing formatting in shield.json


    This is what it needed to look like:

    "display": {
        "thirdperson_righthand": {
            "rotation": [ 0, 90, 0 ],
            "translation": [ 1.75, -2, 2 ],
            "scale": [ 1, 1, 1 ]
        },
        "thirdperson_lefthand": {
            "rotation": [ 0, 90, 0 ],
            "translation": [ 1.75, -2, 2 ],
            "scale": [ 1, 1, 1 ]
        },
        "head": {
            "rotation": [ -90, 0, 0 ],
            "translation": [ 0, -15, 0 ],
            "scale": [ 1.3, 1.3, 1.3 ]
        },
        "ground": {
            "rotation": [ 270, 0, 0 ],
            "translation": [ 0, -3.5, 0 ],
            "scale": [ 1.1, 1.1, 1.1 ]
        },
        "fixed": {
            "rotation": [ 0, 180, 0 ],
            "translation": [ 0, 0, 0.5 ],
            "scale": [ 1.1, 1.1, 1.1 ]
        },
        "firstperson_righthand": {
            "rotation": [ 0, 90, 0 ],
            "translation": [ 2, 0, 5 ],
            "scale": [ 1, 1, 1 ]
        },
        "firstperson_lefthand": {
            "rotation": [ 0, 90, 0 ],
            "translation": [ 2, 0, 5 ],
            "scale": [ 1, 1, 1 ]
        },
        "gui": {
            "rotation": [ 0, 0, 0 ],
            "translation": [ -0.1, 0.6, -0.5 ],
            "scale": [ 1, 1, 1 ]
    	}
        },
    "overrides": [
            {
                "predicate": {
                    "blocking": 1
                },
                "model": "item/shield_blocking"
            }
        ]
    }
    Posted in: Resource Pack Help
  • 0

    posted a message on 3D shield_blocking.json changes not applying

    So I found a resource pack that turned the diamond sword into a 3D Captain America shield, so I decided to work on converting it into an actual shield for my personal 1.15 resource pack.

    I got it to work just fine for a regular shield item (I was just changing the translation/rotation, the model is the same), but I've having trouble getting it to change translation/rotation when I'm blocking. I have a model override in the main shield.json, but it's not changing anything when I block.
    Below are the display sections of my two .json files. Can anyone tell me what I'm doing wrong?
    Thanks!


    shield.json (display), this works:

    "display": {
        "thirdperson_righthand": {
            "rotation": [ 0, 90, 0 ],
            "translation": [ 1.75, -2, 2 ],
            "scale": [ 1, 1, 1 ]
        },
        "thirdperson_lefthand": {
            "rotation": [ 0, 90, 0 ],
            "translation": [ 1.75, -2, 2 ],
            "scale": [ 1, 1, 1 ]
        },
        "head": {
            "rotation": [ -90, 0, 0 ],
            "translation": [ 0, -15, 0 ],
            "scale": [ 1.3, 1.3, 1.3 ]
        },
        "ground": {
            "rotation": [ 270, 0, 0 ],
            "translation": [ 0, -3.5, 0 ],
            "scale": [ 1.1, 1.1, 1.1 ]
        },
        "fixed": {
            "rotation": [ 0, 180, 0 ],
            "translation": [ 0, 0, 0.5 ],
            "scale": [ 1.1, 1.1, 1.1 ]
        },
        "firstperson_righthand": {
            "rotation": [ 0, 90, 0 ],
            "translation": [ 2, 0, 5 ],
            "scale": [ 1, 1, 1 ]
        },
        "firstperson_lefthand": {
            "rotation": [ 0, 90, 0 ],
            "translation": [ 2, 0, 5 ],
            "scale": [ 1, 1, 1 ]
        },
        "gui": {
            "rotation": [ 0, 0, 0 ],
            "translation": [ -0.1, 0.6, -0.5 ],
            "scale": [ 1, 1, 1 ]
        },
    "overrides": [
            {
                "predicate": {
                    "blocking": 1
                },
                "model": "item/shield_blocking"
            }
        ]
    }


    shield_blocking.json (display), this is what I need to get working:

    "display": {
     "thirdperson_righthand": {
     "rotation": [ 0, 45, 90 ],
     "translation": [ 1.75, -2, 2 ],
     "scale": [ 1, 1, 1 ]
     },
     "thirdperson_lefthand": {
     "rotation": [ 0, 90, 0 ],
     "translation": [ 1.75, -2, 2 ],
     "scale": [ 1, 1, 1 ]
     },
     "head": {
     "rotation": [ -90, 0, 0 ],
     "translation": [ 0, -15, 0 ],
     "scale": [ 1.3, 1.3, 1.3 ]
     },
     "ground": {
     "rotation": [ 270, 0, 0 ],
     "translation": [ 0, -3.5, 0 ],
     "scale": [ 1.1, 1.1, 1.1 ]
     },
     "fixed": {
     "rotation": [ 0, 180, 0 ],
     "translation": [ 0, 0, 0.5 ],
     "scale": [ 1.1, 1.1, 1.1 ]
     },
     "firstperson_righthand": {
     "rotation": [ 0, 90, 0 ],
     "translation": [ 2, 10, 0 ],
     "scale": [ 1, 1, 1 ]
     },
     "firstperson_lefthand": {
     "rotation": [ 0, 90, 10 ],
     "translation": [ 2, 10, 0 ],
     "scale": [ 1, 1, 1 ]
     },
     "gui": {
     "rotation": [ 0, 0, 0 ],
     "translation": [ 0, 0, 0 ],
     "scale": [ 1, 1, 1 ]
     }
    }

    Posted in: Resource Pack Help
  • 0

    posted a message on Auto Wither Farm in a Custom Modpack!

    In this video, I'm back on a modded SMP server and I'm building one of the most op farms in the game!

    Posted in: Let's Plays
  • 0

    posted a message on Exploring My World and Battling the Drowned!

    This is the sixth episode of the second season of my vanilla Let's Play!
    It picks up right where episode five left off as I continue exploring to find new lands and biomes!

    Posted in: Let's Plays
  • To post a comment, please or register a new account.