Something struck my mind whilst colouring a workbench. How do you even make random mobs? Do you just include multiple files of the mob, differently textured, in the folder? Or is it something else?
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Okay, so you make multiple textures of each mob and put them in the file... villlagers go into the villager file, just so yah know.
Now let's do an example. 3 zombies would be, zombie.png, zombie2.png zombie3.png. Why did I not put one, because it won't work if you do.
I would Like to say that erm I tried retexturing the wolves like the wolf.png wolf2.png stuff, then I tried adding the wolf tamed files like "Wolf_tame.png, wolf_tame2.png" and also "wolfangry.png, ect" and "wolfcollar" so i added those and it only spawn 1 wolf even when I had random mobs on optifine. anyone can help me?
I would Like to say that erm I tried retexturing the wolves like the wolf.png wolf2.png stuff, then I tried adding the wolf tamed files like "Wolf_tame.png, wolf_tame2.png" and also "wolfangry.png, ect" and "wolfcollar" so i added those and it only spawn 1 wolf even when I had random mobs on optifine. anyone can help me?
I'm having that same problem. >__> I only use optifine not MCpatcher...
You need the mcpatcher feature (or optifine) for random mob skins to work. And no, it's not able, at least at the moment, for skins to be biome-dependent. If a mob crosses a biome line then it would change, and that would look peculiar.
Technically, it would not change because the random mob texture path in your resource pack (or texture pack) will only choose ONCE and not continuously check what biome the creeper is in. And in 1.9, yes, I believe there is a biome-dependent way to randomize mobs, as it is done in vanilla 1.9.
Don't mean to piggyback on this thread, but do you have to do something special to assign random mob textures to mod added mobs? I'm trying to add more random textures for the vampire mob from the Witchery mod, but I can't seem to get it to work no matter what I do.
Yes, I used the file path:(resourcepack)/assets/witchery/mcpatcher/mobs/vampire2.png. I've tried adding the regular vampire.png as well as I read you have to go in order as in, vampire, vampire2, vampire3, etc. Also what version of Minecraft are you using? I'm currently using 1.7.10. Also I can get random mobs to work for all the vanilla mobs, but for some reason mod added mobs are giving me trouble.
Now let's do an example. 3 zombies would be, zombie.png, zombie2.png zombie3.png. Why did I not put one, because it won't work if you do.
Why do so few read the texture artists' section of the hd patcher thread?
There's yet more to come!
I would Like to say that erm I tried retexturing the wolves like the wolf.png wolf2.png stuff, then I tried adding the wolf tamed files like "Wolf_tame.png, wolf_tame2.png" and also "wolfangry.png, ect" and "wolfcollar" so i added those and it only spawn 1 wolf even when I had random mobs on optifine. anyone can help me?
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Did you put everything from creeper2 up in the /assets/minecraft/mcpatcher/mob folder? Or did you just put them in with the vanilla mobs?
All MCPatcher related textures have been moved to their own directory, so you'll need to start putting your MCPatcher textures in the new folder.
that doesnt work either
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yeaah, i don't have one
i've used mcpatcher tried for 1.6.2 ill get bk to u if it doesn't work when i transmute it to 1.6.4
I'm having that same problem. >__> I only use optifine not MCpatcher...
Is there a reason you decided that it would be better to necro-post on a thread from 2012 rather than making a new one?
Also, what's the path you're using? It should be /yourpack.zip/assets/minecraft/mcpatcher/mob/wolf/{filename}.png
And yes, this is correct even if you use Optifine. That mod piggybacks off of MCPatcher's features a lot.
Oh wow I didn't even notice it was from 2012. I was just searching for a solution to my problem. I googled the problem and found the thread. Woops. x3
Anyway that worked! :3 Thank you very much for the help. <3
Technically, it would not change because the random mob texture path in your resource pack (or texture pack) will only choose ONCE and not continuously check what biome the creeper is in. And in 1.9, yes, I believe there is a biome-dependent way to randomize mobs, as it is done in vanilla 1.9.
Don't mean to piggyback on this thread, but do you have to do something special to assign random mob textures to mod added mobs? I'm trying to add more random textures for the vampire mob from the Witchery mod, but I can't seem to get it to work no matter what I do.
Did you try creating an "mcpatcher" folder within the mod's "assets" folder? It works for me.
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Yes, I used the file path:(resourcepack)/assets/witchery/mcpatcher/mobs/vampire2.png. I've tried adding the regular vampire.png as well as I read you have to go in order as in, vampire, vampire2, vampire3, etc. Also what version of Minecraft are you using? I'm currently using 1.7.10. Also I can get random mobs to work for all the vanilla mobs, but for some reason mod added mobs are giving me trouble.
Should be "mob" not "mobs".
I've only tested in 1.9.
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