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    posted a message on Custom Entity Model issues

    When I was doing with blockbench mobs at first, I always had this problem because of pivit points. I just never touched them and everything worked well after that, but it may be the issue. Then, to make random textures work, all I have done is to make a model, place place from where it should take the texture, then remove the texture saved in blockbench and save the file. As blockbench model had no texture, it just took one from normal location -> with random entities working. (But you can do it only with mobs, not with blocks)

    Posted in: Resource Pack Help
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    posted a message on HELP...

    I don't think that is is problem of resource pack but just minecraft thing, as when I go into spectator mode to look under world, I see normal sky when my height (Y) is above 61,5, but as I go under, it changes to black. I kinda believe that you just can not change it, but I may be wrong. (I tested it in 1.17, so it may be different in 1.8.9 that Y value.)

    Posted in: Resource Pack Help
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    posted a message on Need help with a texture

    As this is help for java and not bedrock I only can guess from java, but should be the same that resolution does not matter at all and those pixels are just almost transparent and thats why you can't find it in editing programme, whitch support it, but you can see it in-game, whitch does not support it there.



    fix, if that is the issue: just select the area where about are those pixels and delete it. Or paint it by some random color and then delete it, if you want to see it visually


    I had similiar problems before with almost fully transparent pixels.

    Posted in: Resource Pack Help
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    posted a message on Model Armor Not There

    If you don't have it in your pack, you can just create it! either make it from scratch, copy it from already existing resource pack and just edit it or (thats what I prefer to do) copy it from .minecraft -> versions -> game version you play on -> open .jar file with for example winrar -> assets -> minecraft -> textures (or "texture" on older versions) -> models -> armor

    Posted in: Resource Pack Help
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    posted a message on Help, I'm having trouble trying to change the model (.jem) of the horse

    Since you put basically no info on what you done and I can't even guess the problem without it, I can suggest looking for alerady existing models to see how they made it, then remake it to your model. remember, if you need help, you first need to show what you tried to do and how it looks in-game. Not showing custom model at all? Showing in purple-black texture? just showing something completly different? It all have different reasons on what could be wrong.

    Posted in: Resource Pack Help
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    posted a message on I need some help with armor layers

    It is sadly not possible to edit model or add another layer of player armor. It is possible to do it only on some items/blocks that can be on head like carved pumpkin, but not to whole armor or even helmet itself. That layer 1 and layer 2 is for minecraft to understand the difference between pants and chestplate/boots, as it is in the same spot otherwise. so layer 1 is for helmet, chestplate and boots, layer 2 is for pants.

    Optifine has nothing to modify armor, idk why, it would be used a lot I think, but it is just not possible.

    Posted in: Resource Pack Help
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    posted a message on different textures for different colored fireworks
    Quote from Alvoria»

    You mean for the fireworks item itself, yes?


    If so, this may be possible with Optifine's CIT feature. You can key it off of NBT data which should logically include the color of the fireworks.


    I haven't gotten nearly deep enough into this particular feature to give you a definite yes or no much less instructions on what exactly to include in your file, but that's the only way that I can think of that might make it possible. It's definitely NOT something that can just be done in the vanilla game.


    I hope that helps you!



    Oh yeah, I meant item using optifine CIT. I'll edit it in. using this, it is possible to make custom item based on its lenght and/or type, but I never found anything working for color as those color codes with that I; at the start are problematic.


    This is how lenght and type works:

    type=item
    items=firework_rocket
    nbt.Fireworks.Flight=1
    nbt.Fireworks.Explosions.0.Type=3
    Posted in: Resource Pack Help
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    posted a message on different textures for different colored fireworks

    Is it possible to have different texture to firework item based on color of particles after explosion? With optifine of course, as it is no way possible in vanilla game. I guess it is not possible as I saw report of exactly this still open with 0 comments back in 2018, but as this could be changed in those 3 years I am asking here. The problem was that tere was no way to transfer color from this information: Colors:[I;3887386] to resource pack. As other parts of fireworks are possible (duration or type), it would be great if it would be possible.

    Posted in: Resource Pack Help
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    posted a message on Why doesnt my 32x pack works?

    the only change in 32x32 and 16x16 is the picture itself. Instead of 16x16 pixels, it needs 32x32 pixels, or any other number you choose, but make sure it is square (or if it was originally rectangle, then keep it rectangle etc). based what texture it is, you sometimes need to have all pixels on the same location, just bigger. (mobs for example), or sometimes you can choose where you want to put it. (flowers for example)


    If something did not work, it is best to provide screenshots of both folders and how it looks in-game, as now I have no idea what could be the problem.

    Posted in: Resource Pack Help
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    posted a message on I need help

    I would recommend just look at the structure of other packs, all the basic stuff like changing texture of something is easy to understand when you see it. Just remember to have everything in correct folders, nammed correctly, to have same format (so .png pictures) etc, if you need help with specific part of it, go ahead and ask for that specific part. (with screenshost of how you tried it)

    Posted in: Resource Pack Help
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    posted a message on Is it possible to spawn zombie villager with no biome or profession?

    He doesnt have role, whitch is good, but he gained biome texture from biome, where I spawned him. (with plains as default on other biomes I guess) Is there any way to prevent that?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Is it possible to spawn zombie villager with no biome or profession?

    Is it possible to spawn zombie villager with no biome or profession? With that I mean, if is it possible to spawn him without biome or proffesion overlay, meaning it would show only "zombie_villager.png" texture.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on texture packs that change tools/weapons not working correctly

    If the texture inside that resource pack looks different (assets -> minecraft -> textures -> item), it could be caused by custom model of tools. Try to turn off every resource pack but this one. If it works without any other pack, it is probably because different pack modify model of those items. If it doesnt work, I would look to assets -> minecraft -> models ->item, if there is something modifying it. If there is nothing and you have optifine, I would look to assets -> minecraft -> optifine, if there is something that modify it.


    As you shown just broken textures in minecraft, there is no way for me to know what could be wrong, so I just written some options that I know of.

    Posted in: Resource Pack Help
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    posted a message on Texture change dependant on Y value in world?

    It is possible with optifine, in assets -> minecraft -> optifine -> mob->(and now copy folders from assets -> minecraft -> textures -> entity, so for example, for creeper, you need aditional folder "creeper", for phantom, put is straight to "mob" folder.) When you are in right folder, you can start putting textures there, with number starting 2 going up after that. (so like creeper2.png creeper3.png etc, based of how many variants you want) And lastly, put <mob>.properties file, so for example creeper.properties. Inside that .properties file, you need to specify some information. Guide on that is here. Here are some screenshots of examples. (I chosen imgur as I don't have to actually save that screenshot on my PC to post it.)


    That your request on Y value, there should be heights.<n>=<height ranges>, so for example "heights.1=0-60" instead of my "health.1=50-75%"

    Posted in: Resource Pack Help
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    posted a message on Can anyone give me a hand to change villager texture with a name tag?

    Well, it is same as any other mob, but you need to do it multiple times - for every biome and profession. Think of it as some kind of overlay. Base of that is just zombie_villager.png, then comes biomes on top, then professions, then trade level. (or biomes and professions switched, not sure rn)

    At least I hope it is like that :D

    Posted in: Resource Pack Help
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