Does anyone know how to use custom colors to change the color of potions in 1.8? The wiki and google haven't been very helpful. And that link to a custom colors lightmap map doesn't work for me.
Ok so I had already tried to do this color.properties file in the mcpatcher folder before with mcpatcher not optifine. And it didn't work, even in 1.8. But I am still going to try it in Optifine. But I noticed something in that bottom link you sent me (https://raw.githubusercontent.com/pclewis/mcpatcher/master/doc/color.properties)
So if you scroll down to part about colors for each potion effect, there is a note that seys this "
Final color is the average of these colors weighted by level of each potion
# effect."
Now I don't completely understand what that note is saying but does that mean I need multiple hex codes per potion?
EDIT: I just realized another question. When I am doing this am I changing the color of the item potion, or the particle effect that potions give you?
In newer versions of minecraft (1.7.3 an up), the "virtual" folder is not accessible unless you have launched your game in 1.7.2. I found that confusing as I had never played in 1.7.2 after I had to reinstall minecraft. So, basically I'm saying to launch your game in 1.7.2 before creating a resource pack.
If I am correct in thinking that by "texture wrapping" is the parent tag then here you go:
Texture wrapping is what defines where textures are put onto a block. In a block model the "parent" tag defines what who the parent of the block is. For example, cobblestone has the same texture on all 6 sides. the cobblestone parent is cube_all. cube_all is a model which has a #all texture attached to each side of the block, and the cobblestone has a texture called "all" which is what defines the #all texture in cube_all. Blocks with the same texture all the way round will most likely have "parent": "blocks/TEXTURE_GOES_HERE"
Also I am not sure if you are missing it for a reason but ther is not a section on sounds.json and adding/removing sounds. If you would like me to write something up let me know. Sorry about the formatting not a clue how you paste it in
You are correct about the texture wrapping. Also thank you for putting a "definition" (or explanation) for texture wrapping. I'm not that good at explaining things. I will add this into the guide (with credit of course).
I didn't add the sound part of resource packs because this was mainly suppose to be a Texture Pack/Resource Pack. So that is why it isn't listed. I have planned on adding it into the guide, BUT I haven't had the time nor the knowledge of where to start for the sound part of resource packs. Much less try to explain it.
If you would like to write something about the sound/music part resource packs, then I would happily add it into the guide. It is part of resource packs that it never really used that much.
Also don't worry about the formatting code. I will add it into the guide & fix it so that people can understand it better.
Now that the 1.11 snapshots are coming out I will be taking note of what is being added, but I will not add any of the texture in the snapshots. Only when 1.11 comes out is when I will update the texture list.
Well if you want to learn how to texture, you will need lots of help & resources to help you out. So I took the hard work on explaining everything I can to make sure you get every little bit of help you need/can get.
You could download a pre made modded texture pack like attack of the b team sphax pack. If it has the textures in it you want to change you could just copy the .png file, change it, then replace the old png file with the one you just made.
However I've been wondering how to change the textures of the blocks a certain mod adds to match my other textures. I sort of tried by replacing the textures inside the jar-file of the mod but that wouldn't work - it either made the mod crash, or it would just entirely ignore the texture. Just putting them into the bunch of block-textures in the ressource pack folder naming it the same as in the jar file didn't work either.
So I assume there is some magic that needs to be done and I am sort of afraid it includes coding....>.>
Will this guide of yours contain this piece of information anytime soon, or may I be faster in gathering the information needed if I create a new topic and ask resource pack creators?
It is the same as making/replacing a texture for Vanilla. Just follow the same folder structure that you find in the mod's .jar file. You NEVER want to touch/edit/replace any files in a mod's .jar file. Unless you know stuff about coding & you know what you are doing, never mess with a mod's .jar file.
For making mod support for a pack, you don't change their textures directly (ie. changing them in the mod's files), you only change their textures indirectly (ie. resource packs).
Just follow the same folder structure that you find in the mod's .jar file. An example if you want to change the Blaze Lantern texture in the Quark mod, you will need to change the blaze_lantern.png texture. You can find that texture in the mod's .jar under /assets/quark/textures/blocks/blaze_lantern.png
So in your resource pack you need to create a folder named "quark" in your /assets folder, then create the /textures folder in the /quarks folder. In the /textures folder create the /blocks folder. In the /blocks folder you put your texture that you want/created & name it blaze_lantern.png
I have been meaning to getting around & doing it, but work has been kept me busy.
OMG - this helped me a lot and now that you mentioned it like this it seems sort of OBVIOUS it would work that way *facepalms and headdesks* *chrm chrm* Yeah well I guess I will try that and yes I would actually never mess with a jar file - well I just did once the way I described and failed so yeah - I guess since I now know better I won't mess with them ever again unless a miracle happens that teaches me coding :'D
Well as for the Tutorial - I'd say take your time but mhh I already sort of said I couldn't wait for the chapter so...I guess I won't say it ;D...wellI guess you'll take your time anyways since some of us do indeed have a real life...I can tell ¬.¬
Happy to help!
Currently I am trying to make Google Doc file for all of the lists & for major sections. I will run into the character limit one day, so the Google Doc files will help with that.
Well you could ask the Forum admins for a new topic as soon as you've got everything together and then just make several postings to fit all of it in - or make a new topic and create several postings with placeholders for future updates...it's for a good cause, isn't it? They might allow you to do so due to the character limit...well possibly...'t was 'n idea...
That is against the rules, but if worst comes to worst, then I will ask if they could possibly let me do it.
If you want to do something like this, I'd recommend making individual sections or topics their own tutorial threads. Kinda like how my own tutorials are simultaneously stand-alone threads but also indexed here. Basically a "for this expansive topic, click here" sort of thing. It also makes sense for certain topics that might get a lot of questions as it keeps them organized rather than all just being here.
So while we don't allow "reserved" posts (mainly because they NEVER end up getting used) we do allow for multiple threads for different topics which can be used in conjunction with this thread to create something more or less cohesive.
So don't worry, we can definitely work something out to make this work regardless of the normal post limits. We'd also like to keep everything on the forum as much as possible since it's just easier for most members than cross-referencing an off-site document. There's definitely a solution to this potential problem, and I'll be happy to help find it.
Right now I am struggling with getting a proper list of block names which are used/recognized within the .properties files. Maybe you can add those as next update ;P
I'm struggling with that as well. Especially when trying to texture things separately. Like I can change the cobblestone texture, but to have one texture for cobblestone blocks and a different texture for cobblestone slabs.. I'm having trouble.
I'm not sure if it is 100% accurate, but it is a pretty good start.
I'm having another strange issue now with connected textures. I use the repeat method a lot, and sometimes it works just fine and other times it is messed up. I'm really not sure why. To test out the problem I put a number grid over my stone texture.
This is the text in the properties file:
method=repeat
width=6
height=6
tiles=0-35
But in the game it looks completely messed up. I have no idea why. Any ideas?
Is it possible in some way to make items, when in an item frame, appear the full block instead of half sized, kind of like when you put a used map on an item frame?
I have replaced textures for ice and ice_packed in my resource pack, but when ice is generated on water using Frost Walker enchantments on boots it is pulling a vanilla texture for the created ice. Not sure what is going wrong.
-update-
It's the frosted ice textures that I was missing! Older resource pack didn't have frosted ice textures. Thanks!
i know this is texturing but i don't think there is a guide to sound by its self
i had to make this for a partner of mine i am just going to dump it here
. -(Folder) assets
. -(Folder) minecraft
. -(File) sounds.json – (you can add more music with this file.)
. -(Folder) sounds
. -(Folder) records
. 13.ogg record.13-(sounds.json) ( these are harder to get in game)
. blocks.ogg record.blocks-(sounds.json)
. chirp.ogg record.chirp-(sounds.json)
. far.ogg record.far-(sounds.json)
. mall.ogg record.mall-(sounds.json)
. mellohi.ogg record.mellohi-(sounds.json)
. stal.ogg record.stal-(sounds.json)
. strad.ogg record.strad-(sounds.json)
. wait.ogg record.wait-(sounds.json)
. ward.ogg record.ward-(sounds.json)
. 11.ogg record.11-(sounds.json) -(most common)
. Cat.ogg record.cat-(sounds.json) -(most common )
. -(Folder) music
. -(Folder)menu
. menu1.ogg music.menu-(sounds.json)
. menu2.ogg music.menu-(sounds.json)
. menu3.ogg music.menu-(sounds.json)
. menu4.ogg music.menu-(sounds.json)
. -(Folder)game
. piano1.ogg music.game-(sounds.json)
. piano2.ogg music.game-(sounds.json)
. piano3.ogg music.game-(sounds.json)
. nuance1.ogg music.game-(sounds.json)
. nuance2.ogg music.game-(sounds.json)
. hal1.ogg music.game-(sounds.json)
. hal2.ogg music.game-(sounds.json)
. hal3.ogg music.game-(sounds.json)
. hal4.ogg music.game-(sounds.json)
. calm1.ogg music.game-(sounds.json)
. calm2.ogg music.game-(sounds.json)
. calm3.ogg music.game-(sounds.json)
. -(Folder) end
. boss.ogg music.dragon-(sounds.json)
. end.ogg music.end-(sounds.json)
. credits.ogg music.credits-(sounds.json)
. -(Folder) nether
. nether1.ogg music.nether-(sounds.json)
. nether2.ogg music.nether-(sounds.json)
. nether3.ogg music.nether-(sounds.json)
. nether4.ogg music.nether-(sounds.json)
. -(Folder) creative
. creative1.ogg music.creative music.game-(sounds.json)
. creative2.ogg music.creative music.game-(sounds.json)
. creative3.ogg music.creative music.game-(sounds.json)
. creative4.ogg music.creative music.game-(sounds.json)
. creative5.ogg music.creative music.game-(sounds.json)
. creative6.ogg music.creative music.game-(sounds.json)
also if there is anything i can help with let me know.
i can write a tutorial on how to make custom carpets.
-update here is a file with the carpet addon http://www.mediafire.com/download/ngbr2h5sws5t0jw/Minecraft_carpets.zip
Does anyone know how to use custom colors to change the color of potions in 1.8? The wiki and google haven't been very helpful. And that link to a custom colors lightmap map doesn't work for me.
in vanilla there is no way to change it. but there is a Reddit for this addition for post 1.10 updates https://www.reddit.com/r/minecraftsuggestions/comments/4pcf9t/missing_color_configuration_for_resource_packs/
mcpatcher has this feature for 1.8, but i think in 1.9 mcpacher stopped updating. optifine uses the mcpatcher file past that.
ill be looking into it again for the pack i am working on soon. ill let you know here when i find it again.
-edit https://raw.githubusercontent.com/pclewis/mcpatcher/master/doc/color.properties
assets/minecraft/mcpatcher/color.properties - optifine uses this too
Ok so I had already tried to do this color.properties file in the mcpatcher folder before with mcpatcher not optifine. And it didn't work, even in 1.8. But I am still going to try it in Optifine. But I noticed something in that bottom link you sent me (https://raw.githubusercontent.com/pclewis/mcpatcher/master/doc/color.properties)
So if you scroll down to part about colors for each potion effect, there is a note that seys this "
Final color is the average of these colors weighted by level of each potion
# effect."
Now I don't completely understand what that note is saying but does that mean I need multiple hex codes per potion?
EDIT: I just realized another question. When I am doing this am I changing the color of the item potion, or the particle effect that potions give you?
Can anyone help me?
In newer versions of minecraft (1.7.3 an up), the "virtual" folder is not accessible unless you have launched your game in 1.7.2. I found that confusing as I had never played in 1.7.2 after I had to reinstall minecraft. So, basically I'm saying to launch your game in 1.7.2 before creating a resource pack.
You are correct about the texture wrapping. Also thank you for putting a "definition" (or explanation) for texture wrapping. I'm not that good at explaining things. I will add this into the guide (with credit of course).
I didn't add the sound part of resource packs because this was mainly suppose to be a Texture Pack/Resource Pack. So that is why it isn't listed. I have planned on adding it into the guide, BUT I haven't had the time nor the knowledge of where to start for the sound part of resource packs. Much less try to explain it.
If you would like to write something about the sound/music part resource packs, then I would happily add it into the guide. It is part of resource packs that it never really used that much.
Also don't worry about the formatting code. I will add it into the guide & fix it so that people can understand it better.
Now that the 1.11 snapshots are coming out I will be taking note of what is being added, but I will not add any of the texture in the snapshots. Only when 1.11 comes out is when I will update the texture list.
Bruh... this is like a 50 page essay my teacher would do....
Funny Quotes:
Dont know where you'r Kids are in the house?
Turn off the Internet They'll show up Immediatly
HOME: Were I can look Ugly and Enjoy it
I changed my Password to "Incorrect" so Whenever I forget it my computer will say
Its Incorrect
What do people do with all the time they have When they write "K" Insted of "OK"?
Wifi Went down for 5 Minutes so I had to talk to my Family... They seem like Nice people
Smart cars.. Smart Phones.. Smart TV's... When will they Start making People smart?
"Be Strong"
I whispered to my Wifi Signal.
Dear math, Im not a thereapist.. Solve your own problems..
Be Warned! "Im bored" This could be Dangerous!
When life gives you Lemons.. You make Grenades!
Well if you want to learn how to texture, you will need lots of help & resources to help you out. So I took the hard work on explaining everything I can to make sure you get every little bit of help you need/can get.
You could download a pre made modded texture pack like attack of the b team sphax pack. If it has the textures in it you want to change you could just copy the .png file, change it, then replace the old png file with the one you just made.
It is the same as making/replacing a texture for Vanilla. Just follow the same folder structure that you find in the mod's .jar file. You NEVER want to touch/edit/replace any files in a mod's .jar file. Unless you know stuff about coding & you know what you are doing, never mess with a mod's .jar file.
For making mod support for a pack, you don't change their textures directly (ie. changing them in the mod's files), you only change their textures indirectly (ie. resource packs).
Just follow the same folder structure that you find in the mod's .jar file. An example if you want to change the Blaze Lantern texture in the Quark mod, you will need to change the blaze_lantern.png texture. You can find that texture in the mod's .jar under /assets/quark/textures/blocks/blaze_lantern.png
So in your resource pack you need to create a folder named "quark" in your /assets folder, then create the /textures folder in the /quarks folder. In the /textures folder create the /blocks folder. In the /blocks folder you put your texture that you want/created & name it blaze_lantern.png
I have been meaning to getting around & doing it, but work has been kept me busy.
Happy to help!
Currently I am trying to make Google Doc file for all of the lists & for major sections. I will run into the character limit one day, so the Google Doc files will help with that.
That is against the rules, but if worst comes to worst, then I will ask if they could possibly let me do it.
If you want to do something like this, I'd recommend making individual sections or topics their own tutorial threads. Kinda like how my own tutorials are simultaneously stand-alone threads but also indexed here. Basically a "for this expansive topic, click here" sort of thing. It also makes sense for certain topics that might get a lot of questions as it keeps them organized rather than all just being here.
So while we don't allow "reserved" posts (mainly because they NEVER end up getting used) we do allow for multiple threads for different topics which can be used in conjunction with this thread to create something more or less cohesive.
So don't worry, we can definitely work something out to make this work regardless of the normal post limits. We'd also like to keep everything on the forum as much as possible since it's just easier for most members than cross-referencing an off-site document. There's definitely a solution to this potential problem, and I'll be happy to help find it.
I'm struggling with that as well. Especially when trying to texture things separately. Like I can change the cobblestone texture, but to have one texture for cobblestone blocks and a different texture for cobblestone slabs.. I'm having trouble.
Owner & Creator of Aquain, a huge underwater city on the Opticraft server. Check out info on my underwater city here. Also creator of an art deco-like resource pack to go along with the city. Help me develop my resource pack here.
Awesome, thank you so much for the help! I also found this list: http://minecraft-ids.grahamedgecombe.com/
I'm not sure if it is 100% accurate, but it is a pretty good start.
I'm having another strange issue now with connected textures. I use the repeat method a lot, and sometimes it works just fine and other times it is messed up. I'm really not sure why. To test out the problem I put a number grid over my stone texture.
This is the text in the properties file:
method=repeat
width=6
height=6
tiles=0-35
But in the game it looks completely messed up. I have no idea why. Any ideas?
Owner & Creator of Aquain, a huge underwater city on the Opticraft server. Check out info on my underwater city here. Also creator of an art deco-like resource pack to go along with the city. Help me develop my resource pack here.
It was an issue with the blockstate file, I just needed to edit it and now my stone looks fine.
Owner & Creator of Aquain, a huge underwater city on the Opticraft server. Check out info on my underwater city here. Also creator of an art deco-like resource pack to go along with the city. Help me develop my resource pack here.
Is it possible in some way to make items, when in an item frame, appear the full block instead of half sized, kind of like when you put a used map on an item frame?
I have replaced textures for ice and ice_packed in my resource pack, but when ice is generated on water using Frost Walker enchantments on boots it is pulling a vanilla texture for the created ice. Not sure what is going wrong.
-update-
It's the frosted ice textures that I was missing! Older resource pack didn't have frosted ice textures. Thanks!