How do you go about implementing mod support?. Is there some kind of properties document you have to add in to hook in the mods to add your own textures or even models?.
How do you go about implementing mod support?. Is there some kind of properties document you have to add in to hook in the mods to add your own textures or even models?.
Nope. It's actually super simple.
Open up the mod's .zip or .jar file with an archive manager like 7-zip or WinRAR. Notice how there's an /assets/ folder? That's the same one you already have in your pack. It'll likely have its own sub-older separate from /assets/minecraft/ but that's the only real difference. Just look at what the mod is doing and mirror it in your own pack the same way that you do for regular Minecraft. Easy!
Hmm didn't seem to work. As a test I installed xp tome into a mod pack and copied the texture assets from it into the texture assets folder for my custom resource pack. Then I made my new texture and when I saved it I overrode the original textures for the xp tome in the folder in my resource pack and reloaded the textures. That didn't work. So I thought I'd downloaded John Smith Modded Texture pack to see how they had their folders set up for mod textures. And tried setting mine up the same way. But every time I reloaded the texture pack it didn't work. Am I missing something here?.
Hmm didn't seem to work. As a test I installed xp tome into a mod pack and copied the texture assets from it into the texture assets folder for my custom resource pack. Then I made my new texture and when I saved it I overrode the original textures for the xp tome in the folder in my resource pack and reloaded the textures. That didn't work. So I thought I'd downloaded John Smith Modded Texture pack to see how they had their folders set up for mod textures. And tried setting mine up the same way. But every time I reloaded the texture pack it didn't work. Am I missing something here?.
Dunno. What is the exact folder path and file name you have in your pack? Just as with a regular resource pack, everything has to match exactly in order for it to function.
Oh sorry. 1.12.2. I prefer that version right now cuz all my favorite mods haven't been updated to 1.16 yet.
Judging by the contents of "xptome-1.12.2-v1.1.6.jar" it's exactly the same as what I posted above.
If that's not the version you're using then please be specific. Again, resource pack making requires a level of precision so it's important to be exact. This applies both when you're making a pack as well as for when you're getting help with problems.
I just realized what I was missing. For the folder name in the assets folder I had it as "xptome" when it should have been "xpbook". I just happened to notice that the folder for the mod and the folder for the assets both had different names.
I just realized what I was missing. For the folder name in the assets folder I had it as "xptome" when it should have been "xpbook". I just happened to notice that the folder for the mod and the folder for the assets both had different names.
Yeah... that's what I told you two days ago. I underlined it and everything.
How do you go about implementing mod support?. Is there some kind of properties document you have to add in to hook in the mods to add your own textures or even models?.
Nope. It's actually super simple.
Open up the mod's .zip or .jar file with an archive manager like 7-zip or WinRAR. Notice how there's an /assets/ folder? That's the same one you already have in your pack. It'll likely have its own sub-older separate from /assets/minecraft/ but that's the only real difference. Just look at what the mod is doing and mirror it in your own pack the same way that you do for regular Minecraft. Easy!
I hope that helps you.
Thank you. That helps a lot.
Hmm didn't seem to work. As a test I installed xp tome into a mod pack and copied the texture assets from it into the texture assets folder for my custom resource pack. Then I made my new texture and when I saved it I overrode the original textures for the xp tome in the folder in my resource pack and reloaded the textures. That didn't work. So I thought I'd downloaded John Smith Modded Texture pack to see how they had their folders set up for mod textures. And tried setting mine up the same way. But every time I reloaded the texture pack it didn't work. Am I missing something here?.
I think what's missing is the mod's name for the folder inside the assets folder and put the textures there.
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Dunno. What is the exact folder path and file name you have in your pack? Just as with a regular resource pack, everything has to match exactly in order for it to function.
The directory is like this,....
Minecraft/Instances/modpack/resourcepacks/newresourcepack/assets/xptome/textures/items
I'm looking at the 1.16 version and it's path is "/assets/xpbook/textures/items/xp_book.png"
You didn't state which version you're working with, but that may well be your problem.
Oh sorry. 1.12.2. I prefer that version right now cuz all my favorite mods haven't been updated to 1.16 yet.
Judging by the contents of "xptome-1.12.2-v1.1.6.jar" it's exactly the same as what I posted above.
If that's not the version you're using then please be specific. Again, resource pack making requires a level of precision so it's important to be exact. This applies both when you're making a pack as well as for when you're getting help with problems.
I hope that helps you.
I just realized what I was missing. For the folder name in the assets folder I had it as "xptome" when it should have been "xpbook". I just happened to notice that the folder for the mod and the folder for the assets both had different names.
Yeah... that's what I told you two days ago. I underlined it and everything.
Regardless, I'm glad you got it working.