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    posted a message on Default Connected Textures?
    Quote from TrinalDust»

    Where is the connected textures archives?

    I'm noobie here


    If you're making your own pack, you don't need the default textures. Just make your own. The information on how to set things up is on the Optifine GitHub (https://github.com/sp614x/optifine/tree/master/OptiFineDoc/doc). Look at ctm.properties in particular.

    If you're not sure what to do still, ask specific questions here. You can also try the All-Inclusive Guide to Texturing, though anything it has on CTM is probably a bit outdated. Finally, you can always try cracking open a resource pack that has CTM and try reverse-engineering it. Ya'know. See what that person did and then try adapting it.

    I hope that helps you.
    Posted in: Resource Pack Help
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    posted a message on Is It Possible to Do Custom Advancements?
    Quote from XxDarkMiragexX»

    So after taking half a year off my texture pack, I've decided to take a look around and see what I missed.


    I've noticed an "advancements" folder in the .jar folder and I looked through the code. I was wondering if it's possible to do custom icons or even custom advancements within a resource pack before I waste time tinkering around with it.


    Yes and no.

    No it's not possible to do custom advancements with a resource pack. Those files aren't actually read from a resource pack by Minecraft even if they're present.

    On the other hand, yes you can do custom advancements from a Data Pack. This is something new. Remember how it used to be possible to name a resource pack "resources.zip" and put it int a world save so it loads automatically? Same idea here. Data Packs are linked to the world and put into a particular save. They're basically structured the same way as resource packs, though they can only be folders (not .zip files) and must be placed in /world_name_here/datapacks/ in order to work.

    I hope that helps you. :)
    Posted in: Resource Pack Discussion
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    posted a message on "block grids" (help)
    Quote from kit01»

    @Alvoria


    Haha, it's ok, I was expecting this answer


    So, what would be the next steps to achieve it then?

    How can I modify the bounding box, and/or the collision mask and the hitbox? -or is it easier creating a new block? ( I doubt it )


    I need to clarify that I have never created a mod before, but I want to achieve this.


    Well since you would actually need to create a mod for this, that's something you're going to have to ask elsewhere. This is the Resource Packs section. We don't know much about mods here... other than how to create resource packs for already existing ones that is. And even that's a bit of a mystery sometimes since modders make some very questionable design decisions at times. :P

    Regardless, I suggest looking up modding tutorials and asking over in the Mods Development forum if you have any questions.

    Best wishes.
    Posted in: Resource Pack Help
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    posted a message on How to get rid of inventory highlight in a resource pack?
    Quote from Zohondekids»

    So as everyone who has played MC even for a day would know, in the inventory screen you get a white "highlight" over the slot your cursor is at, but is it possible to edit/remove this with a resource pack? In the image example below you can see the highlighted part on the right, and the normal GUI texture on the left for further clarification


    You can't, and with good reason. That highlight is there to make sure that players can still see the inventory slots even when the resource pack doesn't make them perfectly clear. In other words, it's kind of a necessity of gameplay.

    Though I admit... being able to change it would be nice. ;)

    Sorry to be the bearer of bad news.
    Posted in: Resource Pack Help
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    posted a message on "block grids" (help)
    Quote from kit01»

    A few newbie questions:


    is there's a way that I can resize the "block grid" to the actual block dimensions on vanilla? And therefore resizing the point where you "collide" with this block?

    I know that maybe I'm not using the correct name descriptions but I hope with the picture you'll understand.


    If not possible with vanilla, which steps should I follow to achieve it?


    -Thanks


    You can't change the bounding box. It's hard-coded into the game files. This is probably for the best as you could theoretically change it to be invisible, which would really mess with gameplay.

    Sorry to be the bearer of bad news.
    Posted in: Resource Pack Help
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    posted a message on I just cant get these blockstats to work!
    Quote from Yekul10»

    No, I just open it with notepad because my computer can't open .json files.


    Get Notepad++ (It's freeware) and set your computer to open them with that.

    Also, make sure you have all file extensions visible to make sure it's "grass.json" and not "grass.json.txt". The added file extension WILL cause the file to simply fail.

    Additionally, running your file through https://jsonlint.com/ to make sure that it's valid is a good idea. If it isn't, it might give you a hint as to where you made a mistake.

    Beyond that, it would help if you'd post the files themselves and not screenshots. Likewise, post a session log from a session where you had the pack active. That'll help to narrow down the problem. I hope that helps.
    Posted in: Resource Pack Help
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    posted a message on The Primeval mod for minecraft (WIP) Different time periods + into the future!

    Due to the appearance that this project is no longer being worked on and that it is abandoned, this thread is now being locked. Should the author wish for this thread to be unlocked, the author can report this post and explain in the report they would like for the thread to be unlocked.

    Posted in: WIP Mods
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    posted a message on Alvoria's Sanity - [1.12.2] - Christmas Add-on Pack is Now Available!
    Happy Christmas Everyone!

    I haven't been posting the updates here because I don't want to have to give myself a warning for spamming, but I've been working on adding Christmas lights to some of the leaf blocks. Here are a couple of screenshots for you all.




    These are done with Optifine's new Emissive Textures feature, which sadly is far from perfect. The "all-or-nothing" transparency is particularly obnoxious. That's why the lights seem large and squared off. There's simply no way to have them look like they're emitting light around themselves without doing that... unless I just illuminate the entire block. Maybe I should be doing that instead? I dunno. Regardless, the colored lights on the spruce leaves are ready and waiting in the Christmas Add-On for you to download. I should have the while lights on the Birch Leaves up within the next day or so, time permitting.


    This will probably be the last update for 2017, so I hope you all enjoy it. Let me know what you think, and whether or not I should consider adding the the Christmas Add-On pack after Christmas has officially transpired. I'll be interested to hear what you all have to say.


    So I'll end this update by wishing you and yours a very Happy Christmas and a wonderful New Year. I'll see you all when I add more, even if that's in 2018. :D

    Posted in: Resource Packs
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    posted a message on Alvoria's Sanity - [1.12.2] - Christmas Add-on Pack is Now Available!
    Sanity Christmas Pack Updated... AGAIN!
    Now with 100% More Christmas Trees!!!

    This is so very cool. I'm happy that Optifine now includes Emissive textures. When using the Christmas Add-On pack, make sure you have the latest version of Optifine installed for 1.12.2. If you don't, you won't see the nice glowing textures on the trees.

    I'll be adding a lot more awesome lighting to the pack in future updates. For now, just enjoy these little trees. :D

    You can download the latest version of this pack from the link below:

    Don't forget that you need to stack it ABOVE the regular version of "Sanity" to get the full effect. ;)


    Now that I can add shiny glow-in-the-dark textures, let me know what else you'd like to see glowing all through the night. I may not honor all requests, but it's good to have ideas for what people want me to do! ^_^

    Posted in: Resource Packs
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    posted a message on Item textures not working
    Quote from Jackmanpig»

    Whenever I edit an item texture a white box is around it, how do i get rid of it


    First, take screenshots during the DAY! We as humans tend to see better when there's plenty of light on the object we're looking at. ;)

    Second, I'm betting you're using Microsoft Paint. If so, stop using Microsoft paint. It doesn't support transparency. Use freeware like Krita, GIMP, or Paint.net instead. When you save your image in any of those programs, make sure transparency is enabled. It should be by default.

    Third, don't edit textures. Make your own original artwork instead. This has nothing to do with your particular problem, but you'll become a better artist if you learn to do things for yourself rather than taking someone else's work an altering it. You'll get a greater sense of achievement and accomplishment if you do your own art. Plus you'll improve your skills, which is a good thing. :)

    I hope that helps you.
    Posted in: Resource Pack Help
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    posted a message on Alvoria's Sanity - [1.12.2] - Christmas Add-on Pack is Now Available!
    Christmas Pack is BACK!
    The Sanity Christmas Add-On has been updated to Minecraft 1.12.2!

    I'm very happy to have this available again after not updating it last year. I really hope that you all enjoy how much effort I'm putting into it this year. I plan to update it a few more times this month. Hopefully I'll be able to do that. No idea if I will or not, but that's the plan anyway. ^_^

    You can download the latest version of this pack from the link below:


    Don't forget that you need to stack it ABOVE the regular version of "Sanity" to get the full effect. ;)

    Feedback, praise, and ideas are appreciated. Remember that more than anything, it's your comments that keep me motivated to continue to work on this pack. Even if all you post is a quick "thank you" to me, that means a lot to me. I'd prefer proper critiques, feedback, and reports of problems... but I'll still be happy a brief show of gratitude. ;)

    Speaking of which...

    Quote from Mancu32»
    Good pack in Christmas, I love it


    Well, you can now download it and play with it! Enjoy! ^_^

    And thanks for the comment. I appreciate it! :D

    Posted in: Resource Packs
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    posted a message on Item error in texture for minecraft 1.11

    So what's the problem? It looks like the model works. The way rotations work changed in 1.11, so you'll need to use different rotation data to make it display correctly. I see you have display information in your models already, so you shouldn't even need to add anything. Just alter it to suit your purposes.


    Sorry, but if that's not the issue then I'm not understanding what you're asking about. Please be more clear when asking for help.

    Posted in: Resource Pack Help
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    posted a message on Alvoria's Sanity - [1.12.2] - Christmas Add-on Pack is Now Available!
    Quote from jdwarfer»

    Wow, huge one indeed.

    I really like it.

    Also I was not much a fan of the diorite before. The new one is way better IMO.


    Thank you very much! ^_^

    Yea, all three of the special types of stone were pretty bleh in my opinion. I didn't know what to do with them at the time, but I feel like I got a better bead on it this time. The Andesite might be too dark now, but I can always tweak it a bit later if people bring it to my attention that it's still not right.

    In other news...


    Yup, I'm working on the Christmas Add-on pack again! ^_^

    In fact, there's already a 1.12.2 version up on Curse. It's pretty hush-hush though. I'm not "officially" releasing it until I can get a better set of download buttons done (because the current graphics are old and not very good) but those of you who follow this thread can still go download it. But don't tell anyone... unless they also like this pack at which point feel free to clue them in. I trust your judgement. ;)

    Until then, I hope you're all having a wonderful December. Take care! :D
    Posted in: Resource Packs
  • 0

    posted a message on Weird Purple Box Texture

    The most obvious thing that jumps out at me is that there are 21 frames in the animation strip, but you've specified 22 frames in your .mcmeta file. Remember that frame 0 is your first frame, so the last frame in the sequence should be #20 for the 21st frame. Yes, it's confusing but this is how programmers think so we need to get used to the idea that "0" is counted as "a number" for this purpose.


    Try changing that and let me know if it works.


    I hope that helps you.

    Posted in: Resource Pack Help
  • 1

    posted a message on OptiFine HD C7 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Jwguy»

    Just posting this in case someone else has figured it out. Basically, I'm trying to use the feature from mob.properties to apply textures based on name to mobs, and have successfully done so to many mobs, but I can't seem to do so with horses. Anyone know what I'm doing wrong? Here's a link to the issue on github which has the textures and .properties file I'm using.


    Custom Mob Textures: Horses not changing textures #1057


    To my knowledge, this has never worked properly. It didn't when MCPatcher introduced the feature and doesn't now that Optifine has copied it. Back in the day, the reason Kahr cited was that horses are unique what with having their own random textures, as well as overlays. Both of these complicate the process of making Random Mobs work. Thus for economy of time to implement the feature, and because horses already have randomization, it just got skipped over.

    I have no clue if that's still the case or if that's also sp614x's reasoning, but that's why it didn't work originally.

    Best wishes on getting the feature added.
    Posted in: Minecraft Mods
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