I love the texturepack but some of the textures are too big to fit in the actual slot so if u could make them smaller in a future update that 'd be great thx!
P.s in a youtuber showcase of this texture pack he was using a steve costume and an alex costume but i cant get these in my version of itembound so if u could also fix that that'd great as well thx!!!
It's intended that they are bigger than the actual slot, how would the longsword be long?
The Steve and Alex costumes are currently discluded from the pack for copyright reasons.
Can you add the refrigerator in the next update? btw amazing texture pack. im trying to get one of my friends to use the loot table and texture pack in his realm. thank you and good luck with everything!
You said we could post suggestions here, so may suggest some claws as a change for either axes or swords to match up with the cat ears you already have for helmets?
You said we could post suggestions here, so may suggest some claws as a change for either axes or swords to match up with the cat ears you already have for helmets?
great idea, i would work best if there was a custom model like the garnet gauntlets & knuckles.
EDIT: I've worked out a solution, sorry for bugging you, but once again, I love the resource pack!
Hi! This is quire the impressive resource pack! You seem to know quite a lot about CIT, while I am very new to it, so I was wondering if you could maybe help me.
I'm making a resource pack for my server and want to implement CIT enchantment animations. I already have a number of these in my test pack, but have special items on my server that I would like to have no enchantment glints when it has a specific Lore text. I've already attempted this, and It somewhat works, but it gets rid of the custom animation entirely when an item doesn't have that particular lore text, It just uses the default Minecraft glint.
For example, in my testing, I have a dagger item that I don't want to have any enchantment glints at all. So to test, I put Smite 1 on it, which has its own custom glint, I put the desired Lore on it ("Demigod Artifact") and then I made the .properties file for my "no glint" texture to replace Smite with no glint when it has that Lore. It did successfully remove the glint, but the problem was, it made the Smite glint not appear on anything that had the Smite enchantment, just the Default Minecraft glint. In this case I was looking at it's enchantment book. I can't seem to figure out how to fix this problem.
If you can't help me, I perfectly understand, I just can't seem to figure out how to fix it, and I've tried messing with it a lot, trying a bunch of different things, none of which seemed to work.
Again, if you can't help me, it's perfectly fine, I'm jst trying to find help from experienced CIT users, haha.
Started working on this year's Halloween update! Should have around 120 items in it, but that's subject to change.
Also custom pumpkin faces with item frames. :3
(Those aren't edited default textures if anyone's concerned. I repainted the blank pumpkin face in the same style as default, using the same colour palette, then drew faces overtop.)
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woah pumpkin faces! cool,i really like the creeper 1 it looks awesome,cant wait for this spooky halloween update! :3,i wonder what new weapons and armor there will be guess i'll just have to wait and see
Sadly, no. The only added info you can add to icons is a data value, like for different colours of dye or wool. Can't add anything else unfortunately. I thought about using custom item models with damage values, but that didn't quite work out either since I'd need to use the unbreakable tag, which is nbt.
Here's the finalized advancement grid. I did the best I could with the default item icons.
I won't spoil any specifics on what these advancements are, but I will say that I'm going to be working functions in to make the rewards a little more unique. There's definitely going to be some custom item rewards
It's intended that they are bigger than the actual slot, how would the longsword be long?
The Steve and Alex costumes are currently discluded from the pack for copyright reasons.
SFB doesn't like to take Minecraft's textures anymore. The Steve and Alex items were taken straight from the game.
Most people out something interesting down here. I don't, so don't bother looking here.
hey six foot blue when you do the second half of the food update can you add sour blueberry bricks aka these things
The base item is a cookie
Also add non sour versions
i also made a crafting recipe
you could alo add other varients
then why is the sliem set stil in the pack
I don't think it uses Minecraft's textures.
Most people out something interesting down here. I don't, so don't bother looking here.
Rest assured though, he says he's re-drawing them and will add them back.
Most people out something interesting down here. I don't, so don't bother looking here.
Can you add the refrigerator in the next update? btw amazing texture pack. im trying to get one of my friends to use the loot table and texture pack in his realm. thank you and good luck with everything!
...the section on the main post that says "Downloads:" ?
You said we could post suggestions here, so may suggest some claws as a change for either axes or swords to match up with the cat ears you already have for helmets?
great idea, i would work best if there was a custom model like the garnet gauntlets & knuckles.
Yey, I can have cat claws!
This account is now inactive, and I won't be checking private messages. If you need to contact me, send me an e-mail at [email protected] instead.
FERRET KLAWZ!
EDIT: I've worked out a solution, sorry for bugging you, but once again, I love the resource pack!
Hi! This is quire the impressive resource pack! You seem to know quite a lot about CIT, while I am very new to it, so I was wondering if you could maybe help me.
I'm making a resource pack for my server and want to implement CIT enchantment animations. I already have a number of these in my test pack, but have special items on my server that I would like to have no enchantment glints when it has a specific Lore text. I've already attempted this, and It somewhat works, but it gets rid of the custom animation entirely when an item doesn't have that particular lore text, It just uses the default Minecraft glint.
For example, in my testing, I have a dagger item that I don't want to have any enchantment glints at all. So to test, I put Smite 1 on it, which has its own custom glint, I put the desired Lore on it ("Demigod Artifact") and then I made the .properties file for my "no glint" texture to replace Smite with no glint when it has that Lore. It did successfully remove the glint, but the problem was, it made the Smite glint not appear on anything that had the Smite enchantment, just the Default Minecraft glint. In this case I was looking at it's enchantment book. I can't seem to figure out how to fix this problem.
If you can't help me, I perfectly understand, I just can't seem to figure out how to fix it, and I've tried messing with it a lot, trying a bunch of different things, none of which seemed to work.
Again, if you can't help me, it's perfectly fine, I'm jst trying to find help from experienced CIT users, haha.
Started working on this year's Halloween update! Should have around 120 items in it, but that's subject to change.
Also custom pumpkin faces with item frames. :3
(Those aren't edited default textures if anyone's concerned. I repainted the blank pumpkin face in the same style as default, using the same colour palette, then drew faces overtop.)
woah pumpkin faces! cool,i really like the creeper 1 it looks awesome,cant wait for this spooky halloween update! :3,i wonder what new weapons and armor there will be guess i'll just have to wait and see
So this is also happening. Shame you can't use custom icon sprites for advancements though.
advancements?? ooooo
could you possibly use a custom player head for the icons since they dont allow custom sprites?
Sadly, no. The only added info you can add to icons is a data value, like for different colours of dye or wool. Can't add anything else unfortunately. I thought about using custom item models with damage values, but that didn't quite work out either since I'd need to use the unbreakable tag, which is nbt.
Here's the finalized advancement grid. I did the best I could with the default item icons.
I won't spoil any specifics on what these advancements are, but I will say that I'm going to be working functions in to make the rewards a little more unique. There's definitely going to be some custom item rewards
im hyped for the next update #spooky-for-life