Hello! This is my first ever topic, but with any luck it will turn out good. This is a guide to how to make custom Armor textures for your texturepack. This is for Minecraft Full Release 1.5.2 and earlier, but no matter what version you have, I'm fairly sure this guide will still work. Let's get started.
First of all, find your armor files. In your texture pack, there should be a folder named "armor." (I lack WinRAR, and use a copy of the default with clear glass to make my texture packs. They usually come with all the files, and I always make a custom glass texture anyways)
Open "armor" and you should see a bunch of files named <armor type>_1.png and <armor type>_2.png. For example, diamond_1.png and diamond_2.png. You should also see a PNG file named "power." "Power" is the animation displayed around a Charged Creeper. You should also see WitherArmor.png, which is the overlay for a Wither when....I forget. Either charging upon spawn or regenerating when its health is below 50%. FYI, cloth_1.png and cloth_2.png represent Leather Armor.
It is reccomended you do not use MS Paint, as it lacks the ability to retain the transparency in these files and can result in some pretty messed up armor. I use Paint.NET for this, but I'm sure Photoshop, Gimp, and all those other programs will work.
<armor type>_1.png represents the helmet, chestplate, and boots. In my key, I have labeled the areas represented by the Chestplate Item, Helmet Item, and Boot Item.
Hope that came out right.
Next up, <armor type>_2.png! The armor defined by this file is below the armor defined by <armor type>_1.png and is normally used for leggings. This is why the entire file is represented by the Leggings Item. However, an entire layer of armor can be created using this file! That is why, in some cases, people will use boots for leggings because the boots are at the same distance from the body as the chestplate and helmet and use leggings for boots, instead of the other way around. Either way, here's the key.
Note: Cloth_1_b and Cloth_2_b have the same key as Cloth_1 and Cloth_2. However, when leather armor is dyed, Cloth_1 and Cloth_2 are tinted. Cloth_1_b and Cloth_2_b, however, stay the same color. Cloth_1 and Cloth_2 should be gray, so they can be tinted. It is possible to erase all contents of Cloth_1 and Cloth_2 and draw all of your leather armor on Cloth_1_b and Cloth_2_b in order to make leather armor impossible to dye in your texturepack.
I hope this was useful. I wrote this guide when I didn't have as much skill as I do now. At this point, I can use color.properties and animate with ease (though to be fair, I'm terrible at fire animations), but looking over this guide, it still seems fairly accurate.
Well, that's all for now. If you are reading this sentence, it means you endured the endless nerd talk, and for that I thank you.
- Registered Member
Member for 8 years and 12 days
Last active Fri, Jul, 24 2015 12:46:16
- 0 Followers
- 74 Total Posts
- 6 Thanks
Jun 19, 2013It appears that the 'Similar guide for mob skins' no loner exists. Which is rather annoying, because I'm working on a texturepack for a friend right now, and he wants the Enderdragon changed. Which would be fine; however, I haven't changed that tetxure in a while and I forget the key. Help?Posted in: Resource Pack Discussion
- To post a comment, please login or register a new account.