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    posted a message on How can I retexture water with a resource pack?

    Do you have the .mcmeta files too?

    Posted in: Resource Pack Help
  • 0

    posted a message on Custom CTM for Concrete Blocks - How to make a rectangular pattern?

    If it's not a repeat, what is it? It very much looks like one to me.

    Posted in: Resource Pack Help
  • 0

    posted a message on Custom CTM for Concrete Blocks - How to make a rectangular pattern?

    Watch this video from 10:15, it should help you :)


    Posted in: Resource Pack Help
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    posted a message on Hopper Inventory Sprite Help

    <-- a great video for learning about this.


    I don't think this is possible for doors since they are 2 blocks tall, but it is easy for hoppers. I'll give you a step by step guide here:


    Step 1: open the hopper_down.json file from models/blocks, and the hopper.json file from models/items


    Step 2: copy ALL the content from hopper_down.json and replace EVERYTHING in hopper.json. Their contents should now be the exact same.


    Step 3: In hopper.json you will now add display code, so that it doesn't look weird in-game. At the end of the code you'll see it ends with } } } ] } -remove the last squiggly and replace it with a comma. It should look like this: } } } ],


    Then you only need to paste following code after the comma:

    "display": {"display": { "thirdperson_righthand": { "rotation": [ 75, 45, 0 ], "translation": [ 0, 2.77, 0 ], "scale": [ 0.375, 0.375, 0.375 ] }, "thirdperson_lefthand": { "rotation": [ 75, 45, 0 ], "translation": [ 0, 2.77, 0 ], "scale": [ 0.375, 0.375, 0.375 ] }, "firstperson_righthand": { "rotation": [ 0, 45, 0 ], "scale": [ 0.4, 0.4, 0.4 ] }, "firstperson_lefthand": { "rotation": [ 0, 45, 0 ], "scale": [ 0.4, 0.4, 0.4 ] }, "gui": { "rotation": [ 30, 225, 0 ], "scale": [ 0.625, 0.625, 0.625 ] }, "ground": { "translation": [ 0, 3, 0 ], "scale": [ 0.25, 0.25, 0.25 ] }, "fixed": { "translation": [ 0, 0, 1.2 ], "scale": [ 0.5, 0.5, 0.5 ] } }}


    This process will work for the vanilla hopper texture, or any resource pack. Hope it helps you!

    Posted in: Resource Pack Help
  • 1

    posted a message on CTM for Furnace top side texture not working when furnace is on

    I just realised you used "matchBlocks" and "matchTiles" in the same document, you have to use either or.

    (In case you have issues in the future).

    Posted in: Resource Pack Help
  • 1

    posted a message on "Slightly Better Foliage" - Snowy Leaves Using Optifine

    I wanted to make the snowy leaves from that better foliage mod but got told you can't, so I instead cheated using optifine to make a snowy version of the spruce leaves depending on which biome they're in!


    I changed the spruce model to have cube_bottom_up as parent, and made 2 new texture for the bottom and top respectively.


    This makes it so that the leaf doesn't follow the colormap given by the game, but seeing as spruce doesn't change colour ever, I just made the textures green in the png itself.


    As for the snow, I made a ctm that would replace the spruce tiles with snowy ones depending on the biome. I have 3 .properties files:


    matchTiles=leaves_spruce_bushy
    method=fixed
    tiles=0
    biomes=IcePlains IcePlainsSpikes ColdTaiga ColdTaigaM FrozenRiver


    ((this one is for the added bushy models which you can create in vanilla))



    matchTiles=leaves_spruce_side
    method=fixed
    tiles=1
    biomes=IcePlains IcePlainsSpikes ColdTaiga ColdTaigaM FrozenRiver


    ((Replaces the side texture of the spruce leaf with a snowy version I made))



    matchTiles=leaves_spruce_top
    method=fixed
    tiles=2
    biomes=IcePlains IcePlainsSpikes ColdTaiga ColdTaigaM FrozenRiver


    ((Replaces the top texture with a full snow version))


    This doesn't exactly replicate the better foliage, but I think it's close enough, thought I'd share it with everyone in case someone wants to do the same!

    Posted in: Resource Pack Discussion
  • 1

    posted a message on CTM for Furnace top side texture not working when furnace is on

    matchTiles=furnace_top
    method=fixed
    tiles=0


    I did this and it worked for both furnaces, I think you have to name the .png files numbers.

    Posted in: Resource Pack Help
  • 4

    posted a message on How do I change the water colour in 1.13?

    In the new pre releases the water png files have changed from blue to grey, but where is the colormap or similar thing to edit? or is there none?

    Posted in: Resource Pack Help
  • 0

    posted a message on Textures in Resource Pack not showing up?

    To get the 1.13 resource pack, open .minecraft -> versions -> whichever pre-release of 1.13 you want.

    Then add the .jar file to winRAR or another archiver of your choice, extract it and delete all files except "assets" "pack.mcmeta" and if you want to keep "pack.png".


    this gives you the default full resource pack for whatever minecraft version you chose and you can edit all you like, hope this helped you!

    Posted in: Resource Pack Help
  • 0

    posted a message on Tree Leaves Colored Oddly From a Distance

    I'm not sure but could it be that smooth lightning is off? it made my leaves look weird as well.

    Posted in: Resource Pack Help
  • 0

    posted a message on Optifine Sky0 rain issue

    So I've been playing around with adding more flavour to the game with my resource pack, and now I have started meddling with the fog and sky.

    I made the sky have different colours depending on the biome you're in but something really weird is happening.

    When it rains the sky goes darker, but if you're in a snowy or desert biome the sky goes a murky brown?


    This is my sky0 png: http://prntscr.com/jyy02e


    The desert sky is a slight beige so I can understand it going brown, but the snow is a washed out blue?

    Posted in: Resource Pack Help
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    posted a message on How do I edit leaves to a new texture if there is snow on top?

    Awe, that's a bummer... but another idea arises:


    Is it possible to use a different texture for when leaves have their decay or check decay state altered?

    Posted in: Resource Pack Help
  • 0

    posted a message on How do I edit leaves to a new texture if there is snow on top?

    I wanted to add a snowy leaf to act in the same way snowy grass does, but when I added the [snowy=true/false] line it just doesn't seem to do anything.

    I'm wondering if what I'm trying to do is impossible since in F3 there is no "snowy" state on leaf blocks, or if I need to do something different.

    I edited the snowy version of the leaf to be a bottom-top model, was that a bad move?


    .jsons for reference:


    Blockstates

    {{ "variants": { "snowy=false": { "model": "oak_leaves" }, "snowy=true": { "model": "oak_leaves_snowed" } }}


    Snowy leaf Model:

    {
    "parent": "block/cube_bottom_top",
    "textures": {
    "particle": "blocks/oak_leaves_cold",
    "bottom": "blocks/oak_leaves_cold",
    "top": "blocks/oak_leaves_snowed",
    "side": "blocks/oak_leaves_snowy"
    }
    }

    Posted in: Resource Pack Help
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