Does the rest of this resource pack work correctly? I downloaded the images you provided, renamed them, and placed them in a resource pack. After reloading the resource pack (F3 + T) they all showed as would be expected.
You can create an overlay texture so the colormap only affects certain pixels. That's how grass blocks change colors in different biomes but the dirt remains the same. I posted a grid format for vanilla grass in the discussion format which is pretty close to the foliage colormap.
You can edit the file icons.png located under textures/gui. In there you will find an icon for full hunger point and empty hunger point. Just completely remove the empty hunger point icon to have it be clear.
# Match item display name with special formatting:
# NOTE: For best compatibility, use the escape sequence '\u00a7' instead of §:
# nbt.display.Name=\u00a74\u00a7oMy Sword
If anyone wants to create a custom colormap for grass in your resource pack here are the vanilla colormap colors converted over to the grid format which, in my opinion, is much easier to edit and offers better control over the colors.
The item frame is linked to three different textures. There is an icon image that displays in your inventory, a texture that is displayed as a backdrop for any item displayed (default is a leather appearance), and lastly the vanilla resource pack displays the outside of the frame with birch_planks texture.
Are you wanting to change everything about the item frame?
You might try asking in the Mod section of the forum. It's a long shot, but someone there might know of a 1.7.10 forge mod that does what you're looking for.
I don't use paint.net, but check and see if there are different interpolation options for scaling images. Using nearest neighbor allows for a lower resolution image to be upsized without introducing new, usually semi-transparent pixels.
I'd advise reading over the tutorial on the Mincraft wiki to get a general understanding of texturepacks, but to answer your question directly: you need to put it in the right spot. In your images it looks like the fences/gates are not rendering correctly. That pink and black texture means that something is not right, but it doesn't specifiy what.
Block models are stored as .json files. YourTexturePack/assets/minecraft/models/block/fence_side.json for example.
I can't say specifically what is causing your problems without looking at your code and images, but have you tried opening those fence models in BlockBench? It is easy to become confused when modeling purely in .json, and I find it much easier to avoid errors while using the graphical interface.
As a last resort you could remake the models in that program.
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Does the rest of this resource pack work correctly? I downloaded the images you provided, renamed them, and placed them in a resource pack. After reloading the resource pack (F3 + T) they all showed as would be expected.
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You can create an overlay texture so the colormap only affects certain pixels. That's how grass blocks change colors in different biomes but the dirt remains the same. I posted a grid format for vanilla grass in the discussion format which is pretty close to the foliage colormap.
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Where have you placed the images? They should be in YourResourcePack/assets/minecraft/textures/item
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if you apply a grid colormap to your leaves you could also have them appear snowy depending on the y coordinate in certain biomes.
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You can edit the file icons.png located under textures/gui. In there you will find an icon for full hunger point and empty hunger point. Just completely remove the empty hunger point icon to have it be clear.
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You could link all your colored glass to white_stained_glass(_pane) and provide a colormap to provide the proper color.
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Are you wanting this file to color the names, or are you coloring them somewhere else?
BTW: (from https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/cit_single.properties)
# Match item display name with special formatting:
# NOTE: For best compatibility, use the escape sequence '\u00a7' instead of §:
# nbt.display.Name=\u00a74\u00a7oMy Sword
0
If anyone wants to create a custom colormap for grass in your resource pack here are the vanilla colormap colors converted over to the grid format which, in my opinion, is much easier to edit and offers better control over the colors.
1
The item frame is linked to three different textures. There is an icon image that displays in your inventory, a texture that is displayed as a backdrop for any item displayed (default is a leather appearance), and lastly the vanilla resource pack displays the outside of the frame with birch_planks texture.
Are you wanting to change everything about the item frame?
0
You might try asking in the Mod section of the forum. It's a long shot, but someone there might know of a 1.7.10 forge mod that does what you're looking for.
0
I don't use paint.net, but check and see if there are different interpolation options for scaling images. Using nearest neighbor allows for a lower resolution image to be upsized without introducing new, usually semi-transparent pixels.
0
I'd advise reading over the tutorial on the Mincraft wiki to get a general understanding of texturepacks, but to answer your question directly: you need to put it in the right spot. In your images it looks like the fences/gates are not rendering correctly. That pink and black texture means that something is not right, but it doesn't specifiy what.
Block models are stored as .json files. YourTexturePack/assets/minecraft/models/block/fence_side.json for example.
0
I can't say specifically what is causing your problems without looking at your code and images, but have you tried opening those fence models in BlockBench? It is easy to become confused when modeling purely in .json, and I find it much easier to avoid errors while using the graphical interface.
As a last resort you could remake the models in that program.
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Can you post an image? I'm not sure what you mean by "transparent thing around it".
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Would you mind describing your fix in case someone has a similar issue in the future?