Heads up i think 1.8.1 version will be the worst one ever, to all you microsoft fans sorry to break this to you but anything i would do to get microsoft to stop making the worst updates in the future i will eat 10 whoppers from burger king to make them stop.
You "hate" Microsoft because the internet tells you to. You have nothing at all gauge the quality of any future update besides your "omg mircosoft iz bad" mentality. Please go eat your ten Whoppers from Burger King, and enjoy them. It won't be long before the internet has you hating the corporate giant that is Burger King too.
Thanks. To be fair all the other stuff you have to change is in red on the wiki but the region.
But I will admit that was a stupidity issue.
Thank you again.
Yeah just checked that wiki page and it seems they left that bit out... (Well they left a lot out.) It's not your fault at all, more often than not the wiki isn't very explanatory. But hey, that's why you came here right?
Sorry if I went too basic on you with some of the other replies. Sometimes it's hard to figure out what the problem/question/statement is from just a few lines of text. I've found it's best just to blanket everything.
No problem, happy to help, and glad you got everything working.
Your pack is in the game if you dropped your custom .lang file into the "lang" folder inside your Resource Pack. (Be sure you saved it correctly and it's a .lang file and not a .lang.txt configuration.) However, if you actually want your custom language to be selectable in game, you have to add it's information to your Resource Pack's "pack.mcmeta" file. This is the only way it will show up in the language selection screen. Make sure all the variables between the two files match up, and also make sure the language code you use isn't already in use by Minecraft. Here's an example of how to do this, I've color coded the variables for simplicity.
Also, note that the "bidirectional":falsevariable can remain unchanged unless you are using a language file that is meant to be read right to left such as Arabic or Hebrew.
re_US.lang <- FILE NAME (MUST MATCH OTHER GREEN VARIABLES) language.name=RHAEGARS_ENGLISH
language.region=US
language.code=re_US
As I said from the beginning please read my earlier post. It's color coded and everything. You cannot take shortcuts and/or leave any of this information out if you want a custom named language to show up in a resource pack's selection screen. Simply delete what you have in your pack.mcmeta and copy the format I provided in the quote. Then change the colored variables to your own. The red, green, and blue variables MUST be included, and MUST match up with the name of your .lang file, and the three lines located inside your lang file at the top. From what I can tell based on what you provided you need to change "LANG_COUNTRY" to a new language code. This also is the name of your .lang file and it has to be in the "re_US" format I showed. It doesn't have to be "re_US" but the format has to be exactly like that. Ala: "two lowercase letters" no space "underscore" no space "two capital letters". As long as those do not match any other codes that are already in the game, AND match across both files, it will work fine. Also make sure your pack has the first part as well. You cannot leave the first part out. Feel free to change "RHAEGARS RESOURCE PACK" to whatever you wish, but leave the quotations.
Hmm... well I think its a resource pack issue but no one is replying to me over their...
Try reading the guide for creating a RP. You could even try downloading a "Template Pack" or use another texture pack (habit) resource pack as a base and remove all the files but the ones you need/want. This might help you figure out what your problem is. If you don't want to do either of those things, or it's still not working after you do that, upload the RP you are using with the language file inside, and send me the link. That way I can try and help you sort it out.
I haven't been playing Minecraft for very long(just over a year) and resource packs have only recently been "added".
I have two installed that I'd like to use, but it seems the only texture change is the armor, chests, and inventory. Everything else is the default Minecraft texture. The texture I'm currently using is John Smith Legacy and that works fine. All of these have been converted from a texture pack, and it seems John Smith Legacy is the only one that actually works. Do I need to redownload/reinstall the resource packs?
If I need to provide more information I will, I'm just very frustrated because I'd like to try out new texture packs and such.
Either the packs aren't really updated for the new resource pack system or they were not updated properly. Make sure and download the latest version of each of them to be sure, and if that still doesn't work and you are still determined to use those packs, try downloading Kahr's MCPatcher. This tool has an option that will allow you to update an out of date texture pack to the resource pack format yourself with just a few simple clicks.
Ok, I went through and set up a resource pack. However It doesn't show up ingame (its in the resource pack file with the format that the wiki says.) at all.
Does using custom directory (I use a flash drive.) affect this? Also when I go to the "open resource pack" button and it brings up the resource pack folder how do I open the resource pack? (Double clicking or right click->open will just go into the folder, not bring it up in minecraft.)
Did you read my post on the second page about updating your "pack.mcmeta" file? Read it, it will fix the language file not showing up when you have the resource pack it's in, selected. If you don't have a "pack.mcmeta" file or a "pack.png" your resource pack won't show up at all either. You need to have both of those things in order for it to show.
Using a flash drive shouldn't affect anything as long as you place the files in the folders they are supposed to go into. If you have them in the proper folders and it still doesn't work, then it looks like you messed something up and you should visit the Resource Pack Help section. Yes, the "Open Resource Pack Folder" button opens the resource pack folder. This is the folder your resource pack NEEDS to be in, if it isn't in this folder, it also won't show up.
Also, to select a pack in game, just click it's image or title when it does show up. You don't need to click the "Open Resource Pack Folder" button. As I said, this button just opens up the folder the file is in.
Do you know if you can bump up the size on MS Paint? I can't figure it out.
Thanks for your opinions. I will keep your ideas/opinions in mind.
Image > Attributes - Should allow you to resize the canvas, though I'm not sure it will scale the image with the canvas. As samohtj said though, Paint doesn't support transparency. Which means it's fine if you want to use it for blocks that take up the full canvas like stone or dirt. But if something has a transparent background like crops, cobweb, ice, items, etc, etc, you'll definitely want to look into one of the options he provided.
My problem is with the sword.
It's taller than the letters, which makes it hard. Also, It's a pain to move it down when trying to preserve the resolution.
Is there a way to "blow it up"?
Try using a template for a higher resolution pack. If your pack is 16x, use a 64x template (1024x1024) for the minecraft.png file only. You can mix and match elements like this if you choose, and Minecraft will automatically detect resolutions to compensate. Something mundane like this isn't a problem at all, but mixing blocks or items of different resolutions can lead to a strange looking pack. This would be the only real way to "blow it up". Also, if you are using Photoshop to resize the image (would assume gimp as well) change your resampling option to "Nearest Neighbor", as opposed to bicubic. This tends to avoid anti-aliasing issues, and preserves the "pixely" style more without your image ending up a blurry mess when resizing automatically.
Thanks Taiine, did something similar and made my own template. Wish I had checked back sooner woulda saved me a few minutes. Anyways, here's the template and info I compiled to keep for myself for future use. It's measurements are set for use with a 32x32px pack instead of the default 16x. Same as yours though, just boost the dimensions to match your pack size and the template will still work.
File Name: minecraft.png
File Location: ResourcePackName/assets/minecraft/textures/gui/title/minecraft.png
File Details: Main Menu Title (32x32px Based Pack)
Minecraft Version: 1.6
Canvas Size - 512x512px
Title Line 1 - 310x88px
Space - 2px (Two pixel high deadzone between lines one and two.
Title Line 2 "Centered" - 238x88px (For a centered title.)
Title Line 2 "Extended" - 310x88px (Maximum size of an extended title [238+72])
Full Title Length "Centered" - 548x88px
Full Title Length "Extended" - 610x88px
I was just about to start my own file and was looking for a little guide on this as well, so I'd second this request for info if anybody has some wisdom to share.
In the meantime though EtK, do you have links to any tutorials or guides you used? Maybe I can figure it out as I go and report back to you!
Also, whats the resolution of the main file you are using?
Though the best thing to do in my opinion, is to always start with the 16x centric files to begin with. As you update each file, simply bump the canvas size (or image size) by the multiple of the upgrade you want. Every file by 2 for 32x32, by 4 for 64x64 etc. etc. I know this is more work to do it yourself, but if you are building a pack yourself from scratch, that isn't 16x16 based, this method will give you a good marker for organization. You'll be able to tell which files you've done already and what you haven't yet, based on the file size in the folder window! This can be when you're just starting out, or have a nearly complete pack to sort through with hundreds of files staring at you.
If you want to go even further with a little more work, ditch the templates provided by others and create your own from the files inside the latest releases .jar file provided by Mojang. Doing this can give you peace of mind that you have every file that's customizable, and in its most up to date version. Many of the "Template Packs" are missing something here or there, are out of date with the very latest versions, or are just half-cocked in general. But the decision to go the very, very, organized is up to you! These are just a few small things I've discovered in my own packs, as I like to keep all my files neat and tidy.
Of course as I said to begin with, if you just want someone elses template, check the "Texture and Resource Packs" thread a little more. I have seen handfuls of template versions for 1.6 in every filesize up to 512x.
So I ended up making a copy of the Canadian Language Pack & editing it just the way I like it (naming Gold to Budder; funny death messages, etc.) but once I place it back in the lang folder, I can't seem to get it to show up in my languages in the game so I can use it, even on the default resource pack. Is anyone else having this problem? Am I doing something wrong? Do I need addition files in other places for this to function properly? Can I please get an answer on how to fix this? I REALLY want to use this language pack, even if I have to go back to the default resource pack. Or, at least can someone either tell me or direct me to a page where someone tells me how to edit the text on my current resource pack like resource packs are supposed to work? I can't find a way to edit the text on my resource pack & I have tried opening it with programs such as Win-Rar & Notepad++ Is there a different program that I need to install to edit the text on the resource packs? BTW, for people who have bothered to read this far into this post, sorry for all the questions. Did I ask too many questions? JK. Anyway, I would really appreciate some help on this. Thanks.
Go back to page two and read my tutorial on editing your pack.mcmeta to display your language in the selection screen. Creating a brand new language file is often the better choice than just changing things inside a default one that overwrites something like the canadian pack, as you can still switch between the two languages if you choose to.
3
You "hate" Microsoft because the internet tells you to. You have nothing at all gauge the quality of any future update besides your "omg mircosoft iz bad" mentality. Please go eat your ten Whoppers from Burger King, and enjoy them. It won't be long before the internet has you hating the corporate giant that is Burger King too.
0
You're the man.
0
Yeah just checked that wiki page and it seems they left that bit out... (Well they left a lot out.) It's not your fault at all, more often than not the wiki isn't very explanatory. But hey, that's why you came here right?
Sorry if I went too basic on you with some of the other replies. Sometimes it's hard to figure out what the problem/question/statement is from just a few lines of text. I've found it's best just to blanket everything.
No problem, happy to help, and glad you got everything working.
2
As I said from the beginning please read my earlier post. It's color coded and everything. You cannot take shortcuts and/or leave any of this information out if you want a custom named language to show up in a resource pack's selection screen. Simply delete what you have in your pack.mcmeta and copy the format I provided in the quote. Then change the colored variables to your own. The red, green, and blue variables MUST be included, and MUST match up with the name of your .lang file, and the three lines located inside your lang file at the top. From what I can tell based on what you provided you need to change "LANG_COUNTRY" to a new language code. This also is the name of your .lang file and it has to be in the "re_US" format I showed. It doesn't have to be "re_US" but the format has to be exactly like that. Ala: "two lowercase letters" no space "underscore" no space "two capital letters". As long as those do not match any other codes that are already in the game, AND match across both files, it will work fine. Also make sure your pack has the first part as well. You cannot leave the first part out. Feel free to change "RHAEGARS RESOURCE PACK" to whatever you wish, but leave the quotations.
0
Try reading the guide for creating a RP. You could even try downloading a "Template Pack" or use another
texture pack(habit) resource pack as a base and remove all the files but the ones you need/want. This might help you figure out what your problem is. If you don't want to do either of those things, or it's still not working after you do that, upload the RP you are using with the language file inside, and send me the link. That way I can try and help you sort it out.0
Either the packs aren't really updated for the new resource pack system or they were not updated properly. Make sure and download the latest version of each of them to be sure, and if that still doesn't work and you are still determined to use those packs, try downloading Kahr's MCPatcher. This tool has an option that will allow you to update an out of date texture pack to the resource pack format yourself with just a few simple clicks.
The thread for MCPatcher is here.
0
Did you read my post on the second page about updating your "pack.mcmeta" file? Read it, it will fix the language file not showing up when you have the resource pack it's in, selected. If you don't have a "pack.mcmeta" file or a "pack.png" your resource pack won't show up at all either. You need to have both of those things in order for it to show.
Using a flash drive shouldn't affect anything as long as you place the files in the folders they are supposed to go into. If you have them in the proper folders and it still doesn't work, then it looks like you messed something up and you should visit the Resource Pack Help section. Yes, the "Open Resource Pack Folder" button opens the resource pack folder. This is the folder your resource pack NEEDS to be in, if it isn't in this folder, it also won't show up.
Also, to select a pack in game, just click it's image or title when it does show up. You don't need to click the "Open Resource Pack Folder" button. As I said, this button just opens up the folder the file is in.
0
Read the other posts. I've already explained this.
0
Keep up the good work!
0
Image > Attributes - Should allow you to resize the canvas, though I'm not sure it will scale the image with the canvas. As samohtj said though, Paint doesn't support transparency. Which means it's fine if you want to use it for blocks that take up the full canvas like stone or dirt. But if something has a transparent background like crops, cobweb, ice, items, etc, etc, you'll definitely want to look into one of the options he provided.
Also, no problem!
0
Not particularly helpful. Not sure why you posted this at all...
Try using a template for a higher resolution pack. If your pack is 16x, use a 64x template (1024x1024) for the minecraft.png file only. You can mix and match elements like this if you choose, and Minecraft will automatically detect resolutions to compensate. Something mundane like this isn't a problem at all, but mixing blocks or items of different resolutions can lead to a strange looking pack. This would be the only real way to "blow it up". Also, if you are using Photoshop to resize the image (would assume gimp as well) change your resampling option to "Nearest Neighbor", as opposed to bicubic. This tends to avoid anti-aliasing issues, and preserves the "pixely" style more without your image ending up a blurry mess when resizing automatically.
0
File Name: minecraft.png
File Location: ResourcePackName/assets/minecraft/textures/gui/title/minecraft.png
File Details: Main Menu Title (32x32px Based Pack)
Minecraft Version: 1.6
Canvas Size - 512x512px
Title Line 1 - 310x88px
Space - 2px (Two pixel high deadzone between lines one and two.
Title Line 2 "Centered" - 238x88px (For a centered title.)
Title Line 2 "Extended" - 310x88px (Maximum size of an extended title [238+72])
Full Title Length "Centered" - 548x88px
Full Title Length "Extended" - 610x88px
0
In the meantime though EtK, do you have links to any tutorials or guides you used? Maybe I can figure it out as I go and report back to you!
Also, whats the resolution of the main file you are using?
0
Though the best thing to do in my opinion, is to always start with the 16x centric files to begin with. As you update each file, simply bump the canvas size (or image size) by the multiple of the upgrade you want. Every file by 2 for 32x32, by 4 for 64x64 etc. etc. I know this is more work to do it yourself, but if you are building a pack yourself from scratch, that isn't 16x16 based, this method will give you a good marker for organization. You'll be able to tell which files you've done already and what you haven't yet, based on the file size in the folder window! This can be when you're just starting out, or have a nearly complete pack to sort through with hundreds of files staring at you.
If you want to go even further with a little more work, ditch the templates provided by others and create your own from the files inside the latest releases .jar file provided by Mojang. Doing this can give you peace of mind that you have every file that's customizable, and in its most up to date version. Many of the "Template Packs" are missing something here or there, are out of date with the very latest versions, or are just half-cocked in general. But the decision to go the very, very, organized is up to you! These are just a few small things I've discovered in my own packs, as I like to keep all my files neat and tidy.
Of course as I said to begin with, if you just want someone elses template, check the "Texture and Resource Packs" thread a little more. I have seen handfuls of template versions for 1.6 in every filesize up to 512x.
0
Go back to page two and read my tutorial on editing your pack.mcmeta to display your language in the selection screen. Creating a brand new language file is often the better choice than just changing things inside a default one that overwrites something like the canadian pack, as you can still switch between the two languages if you choose to.