Yeah I think some stuff with model displays must have changed with the 1.11 update of minecraft. I noticed a lot of textures got flipped in item frames. I'll look into it.
Loving the pack so far. I have always been a big fan of CIT.
Suggestion:
Andesite Tools (Pickaxe,Axe,Shovel and Hoe)
Diorite Tools (Pickaxe,Axe,Shovel and Hoe)
Granite Tools (Pickaxe,Axe,Shovel and Hoe)
Concrete Tools (Pickaxe,Axe,Shovel and Hoe)
I'm sure you were gonna do these anyway since you did the swords, just wanted to put it here
You sure you cant do clocks and compasses? I'm sure I made some for myself during the mcpatcher days, would need to dig up the files. Not sure if they still work.
I've tried, but all I can do is replace them with a static texture. Specifying each individual frame file in the .properties file just gives me a texture error and it gets stuck on the first frame regardless. I've asked about clocks and compasses on the issue tracker for Optifine and according to sp614x, they're not supported. At least not yet.
If we ever get a feature that lets us swap out .json files instead of just textures, they may be possible then.
Hey, haven't been on the forums lately so I decided to check the pack out and thank you for adding the PPAP stuff! I think maybe you could add some items from Terraria, such as the Terablade and the Meowmere. Also maybe you could make a reskin for the egg to be a Chuckaboo egg or fish eggs.
Possibly even a Yoshi egg since he throws his eggs in the one game. If you feel up to it you could add wolf pelt that you get when you kill a wolf. Another idea is for a costume/armor. You could make Xenomorph or "alien" armor from the alien movies. It could be made by naming iron armor "alien head", "alien body", "alien legs", and "alien feet". Hope this gave you some ideas on what you could add.
About editing .json in resource packs, I'm not sure if this will be useful or works in the context of the OptiFine mods, but...
http://jragoncommands.weebly.com/tempests-box.html The Tempest Box uses command blocks *and* a resource pack to modify not only textures but shapes to specific objects. It may be useful to check out TTB's resource pack to see how it is put together and *if* you can use any techniques from it. You may not be able to because of current Optifine limitations, but I wouldn't know that. But if TTB opens up some possibilities for you on remodeling things, well then I'm glad to point you in that direction.
About editing .json in resource packs, I'm not sure if this will be useful or works in the context of the OptiFine mods, but...
http://jragoncommands.weebly.com/tempests-box.html The Tempest Box uses command blocks *and* a resource pack to modify not only textures but shapes to specific objects. It may be useful to check out TTB's resource pack to see how it is put together and *if* you can use any techniques from it. You may not be able to because of current Optifine limitations, but I wouldn't know that. But if TTB opens up some possibilities for you on remodeling things, well then I'm glad to point you in that direction.
I've messed around with that sort of thing before, except with simplysarc's trick for simulating custom blocks with mob spawners (You basically make custom models for damaged tools, place them on an armor stand within the spawner, freeze it, and then alter the size of the item to surround the spawner disguising it as a custom block.)
It's a neat trick, but the focus of itembound is to add custom item skins in survival without using any cheats or commands. If I used that method, the items would be unbreakable, and unobtainable in pure survival, or other people's servers unless they already have a setup for it.
Technically that is not completely true. With Optifine/McPatcher, you can make blocks have alternate textures or different textures based on biomes. For example, in my screenshot, you can see that the watermelon is smashed on one side. With the properties file, I made it so that has a 1 out of 10 chance to appear. alternately, you could make it so a melon in a ice spikes biome look like a cantaloupe.
EDIT: As you may see in the picture, the cobblestone texture is partially on the grass texture. This is called overlay (like ctm but connected to other blocks). While it may not fit the theme of this pack, it is a really cool feature that I do not see much in texture packs. It can be further explained here: https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/ctm.properties
Here is a screenshot:
Technically that is not completely true. With Optifine/McPatcher, you can make blocks have alternate textures or different textures based on biomes. For example, in my screenshot, you can see that the watermelon is smashed on one side. With the properties file, I made it so that has a 1 out of 10 chance to appear. alternately, you could make it so a melon in a ice spikes biome look like a cantaloupe.
EDIT: As you may see in the picture, the cobblestone texture is partially on the grass texture. This is called overlay (like ctm but connected to other blocks). While it may not fit the theme of this pack, it is a really cool feature that I do not see much in texture packs. It can be further explained here: https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/ctm.properties
Oh I've done loads of work with CTM. It's one of the reasons I got into resource pack making in the first place haha. The problem is I'd have to use either randomized blocks, whose textures are locked based on their position in world and I think they re-randomize when you log off on multiplayer, or I'd have blocks that are locked to a certain texture in different biomes.
If I were to add custom blocks to ItemBound, I'd want them to have their own unique textures. I contemplated integrating simplysarc's trick for simulating custom blocks into the pack, but found that trying to build houses or larger structures out of them starts lagging my game a lot. Even moreso when I have shaders on.
Right now I'm hoping Optifine ends up letting you change textures/.jsons on the renameable container blocks and block entities in the future, but until then, there isn't much I can do.
Technically that is not completely true. With Optifine/McPatcher, you can make blocks have alternate textures or different textures based on biomes. For example, in my screenshot, you can see that the watermelon is smashed on one side. With the properties file, I made it so that has a 1 out of 10 chance to appear. alternately, you could make it so a melon in a ice spikes biome look like a cantaloupe.
EDIT: As you may see in the picture, the cobblestone texture is partially on the grass texture. This is called overlay (like ctm but connected to other blocks). While it may not fit the theme of this pack, it is a really cool feature that I do not see much in texture packs. It can be further explained here: https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/ctm.properties
I dont think you can but, isn't there a way to change a banner if you put dye in a certain order ? Or just rename a banner to retexture it ? If you can, jjust add the retextured banner to the shield and there you will have a retextured shield ! The best would be to add layer to a banner when you put a banner with a shield. With that, we can recover a shield with the ressource and then have a custom shield. For exemple, rename a banner "diamond shield" to have a weird banner , but if you combiene it with a shield, the shield will be complitely recover by the texture and we'll have... a diamond shield. If someone see this comment , i would really know if that work.
-=The Helper=- -If this work, Do an hyrule shield ! please !
You can't change banner textures by renaming them yet, and regardless that wouldn't work on shields anyways, since name data doesn't carry over.
Could u make a mockup recource pack of this for biomes im intrigued and might make somthing with it
It is really easy to make textures for biomes. Here is an example .properties file:
block89.properties:
tiles=1-3
biomes=Hell
method=random
this will make three tiles show randomly on glowstone in the nether. All other biomes will refer to the default texture for glowstone, unless you provide a texture for it. (as a normal texture, without a .properties file)
This can be VERY useful because you can have a texture for glowstone that looks like a lamp normally, without it looking weird in the nether. Here is a little mock-up of what glowstone looks like in my personal custom pack. (these two are both edited from the painterly pack)
(can someone please tell me how to post images in my post without it being a link like media-minecraftforum.cursecdn/attachments/BLEHBDWGCGDUYGDUUDDYBDM.png)
Yeah I think some stuff with model displays must have changed with the 1.11 update of minecraft. I noticed a lot of textures got flipped in item frames. I'll look into it.
Working on it.
Hey guys! February's bonus chest is out!
FAN SUGGESTIONS BY:
- Master Sword (Lasse Nielsen, Minetrix05, Omega_Bear, FierceDeityWarrior)
- Revival Fairies (The_Last_Raposa)
- 1up Mushrooms (mr_popins, FredziochTheMajnkrafter)
- Super Star (Daniel T. Gaming, Minetrix05)
- New Stone Swords (Videogamer1002, CMANthe1st)
- Rainbow Elytra (ConnorZ)
- 1000 degree knife (DarkbloxMC)
Lightsabers, Hot Dogs and Machetes
Loving the pack so far. I have always been a big fan of CIT.
Suggestion:
I'm sure you were gonna do these anyway since you did the swords, just wanted to put it here
You sure you cant do clocks and compasses? I'm sure I made some for myself during the mcpatcher days, would need to dig up the files. Not sure if they still work.
Anyway nice update. Keep it up.
I've tried, but all I can do is replace them with a static texture. Specifying each individual frame file in the .properties file just gives me a texture error and it gets stuck on the first frame regardless. I've asked about clocks and compasses on the issue tracker for Optifine and according to sp614x, they're not supported. At least not yet.
If we ever get a feature that lets us swap out .json files instead of just textures, they may be possible then.
My bad you are right. Didn't realize that the compass and clock texture has changed since 1.9. I see now its a separate image for each frame o.O
I'm sure will support it one of these days.
Hey, haven't been on the forums lately so I decided to check the pack out and thank you for adding the PPAP stuff! I think maybe you could add some items from Terraria, such as the Terablade and the Meowmere. Also maybe you could make a reskin for the egg to be a Chuckaboo egg or fish eggs.
Possibly even a Yoshi egg since he throws his eggs in the one game. If you feel up to it you could add wolf pelt that you get when you kill a wolf. Another idea is for a costume/armor. You could make Xenomorph or "alien" armor from the alien movies. It could be made by naming iron armor "alien head", "alien body", "alien legs", and "alien feet". Hope this gave you some ideas on what you could add.
Pokemon berries
About editing .json in resource packs, I'm not sure if this will be useful or works in the context of the OptiFine mods, but...
http://jragoncommands.weebly.com/tempests-box.html The Tempest Box uses command blocks *and* a resource pack to modify not only textures but shapes to specific objects. It may be useful to check out TTB's resource pack to see how it is put together and *if* you can use any techniques from it. You may not be able to because of current Optifine limitations, but I wouldn't know that. But if TTB opens up some possibilities for you on remodeling things, well then I'm glad to point you in that direction.
I've messed around with that sort of thing before, except with simplysarc's trick for simulating custom blocks with mob spawners (You basically make custom models for damaged tools, place them on an armor stand within the spawner, freeze it, and then alter the size of the item to surround the spawner disguising it as a custom block.)
It's a neat trick, but the focus of itembound is to add custom item skins in survival without using any cheats or commands. If I used that method, the items would be unbreakable, and unobtainable in pure survival, or other people's servers unless they already have a setup for it.
Ah, ok. Thank you for the response! I wasn't clear how the trick was accomplished.
I'm planning on adding chainsaws in the future, don't worry. Same with bone tools.
EDIT: As you may see in the picture, the cobblestone texture is partially on the grass texture. This is called overlay (like ctm but connected to other blocks). While it may not fit the theme of this pack, it is a really cool feature that I do not see much in texture packs. It can be further explained here: https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/ctm.properties
Here is a screenshot:
http://media-minecraftforum.cursecdn.com/attachments/245/531/636234747915934494.png
Oh I've done loads of work with CTM. It's one of the reasons I got into resource pack making in the first place haha. The problem is I'd have to use either randomized blocks, whose textures are locked based on their position in world and I think they re-randomize when you log off on multiplayer, or I'd have blocks that are locked to a certain texture in different biomes.
If I were to add custom blocks to ItemBound, I'd want them to have their own unique textures. I contemplated integrating simplysarc's trick for simulating custom blocks into the pack, but found that trying to build houses or larger structures out of them starts lagging my game a lot. Even moreso when I have shaders on.
Right now I'm hoping Optifine ends up letting you change textures/.jsons on the renameable container blocks and block entities in the future, but until then, there isn't much I can do.
Could u make a mockup recource pack of this for biomes im intrigued and might make somthing with it
You should use the custom sheilds
You can't change banner textures by renaming them yet, and regardless that wouldn't work on shields anyways, since name data doesn't carry over.
It is really easy to make textures for biomes. Here is an example .properties file:
block89.properties:
tiles=1-3
biomes=Hell
method=random
this will make three tiles show randomly on glowstone in the nether. All other biomes will refer to the default texture for glowstone, unless you provide a texture for it. (as a normal texture, without a .properties file)
This can be VERY useful because you can have a texture for glowstone that looks like a lamp normally, without it looking weird in the nether. Here is a little mock-up of what glowstone looks like in my personal custom pack. (these two are both edited from the painterly pack)
http://media-minecraftforum.cursecdn.com/attachments/245/634/636235454632126561.png
(can someone please tell me how to post images in my post without it being a link like media-minecraftforum.cursecdn/attachments/BLEHBDWGCGDUYGDUUDDYBDM.png)
I think there might be a way to get both the custom sheilds and the normal sheilds can u send me the model file so i can try it