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So Resource Packs.

resource pack yay

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#1

ReverseBottle
  • Minecraft: ReverseBottle

Posted 13 June 2013 - 04:42 PM

I'm pretty excited about the new resource pack system.
However... I have no idea how to add the new stuff, such as custom music sounds.

Any help? :D
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#2

DazJW
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Posted 13 June 2013 - 04:48 PM

Converting a texture pack to the new format appears to have basically unzipped it, converted .txt files to a new format and relocated/renamed some textures.  Presumably you just put your sounds in the right folder for it to overwrite the originals, whatever the right folder may be.

There's an assets folder in the .minecraft directory with subfolders called:
icons
lang
music
records
sounds

I'd guess these are the right folders for the resource pack too.

Edit: RESOURCEPACKNAME\assets\minecraft\sound\step\grass1.ogg works.

#3

ReverseBottle
  • Minecraft: ReverseBottle

Posted 13 June 2013 - 04:54 PM

View PostDazJW, on 13 June 2013 - 04:48 PM, said:

Converting a texture pack to the new format appears to have basically unzipped it, converted .txt files to a new format and relocated/renamed some textures.  Presumably you just put your sounds in the right folder for it to overwrite the originals, whatever the right folder may be.

There's an assets folder in the .minecraft directory with subfolders called:
icons
lang
music
records
sounds

I'd guess these are the right folders for the resource pack too.
Ah, that makes sense. I'm gonna take a shot at this and get back to you how things turned out ;)
Thank you!
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#4

DazJW
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Posted 13 June 2013 - 04:59 PM

I'm playing with the different possible folders now and it doesn't seem to be working.  The pack.mcmeta file has a line that says "pack_format": 1, so I'm wondering if that needs to be something else for it to recognise sounds or if there's more to it than I'd imagined.

Edit: Strike that, I've got it working.  Let me check what I did and I'll post again.

Edit2: RESOURCEPACKNAME\assets\minecraft\sound\step\grass1.ogg works.

#5

Skech
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Posted 13 June 2013 - 05:02 PM

Can someone explain what resource packs are, and re-assure me that I can still keep all my textures?
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#6

lolpierandom
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Posted 13 June 2013 - 05:03 PM

View PostSkech, on 13 June 2013 - 05:02 PM, said:

Can someone explain what resource packs are, and re-assure me that I can still keep all my textures?
They include textures, sounds, languages, and eventually (at least according to what I read) will be mods, too.

You'll be able to run multiple at once.

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#7

DazJW
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Posted 13 June 2013 - 05:05 PM

View PostSkech, on 13 June 2013 - 05:02 PM, said:

Can someone explain what resource packs are, and re-assure me that I can still keep all my textures?
It's essentially an unzipped texture pack that can hold more than textures, for example sounds.

#8

Skech
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Posted 13 June 2013 - 05:18 PM

So, I'll still be able to have my old textures, by using the 'clever tool' Dinnerbone mentioned?
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#9

DazJW
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Posted 13 June 2013 - 05:22 PM

View PostSkech, on 13 June 2013 - 05:18 PM, said:

So, I'll still be able to have my old textures, by using the 'clever tool' Dinnerbone mentioned?

Yes, my texturepack converted fine except the HD font.

#10

ReverseBottle
  • Minecraft: ReverseBottle

Posted 13 June 2013 - 05:22 PM

Also, I'm assuming all the sounds and music files have to be .ogg files?
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#11

TheReVurt

Posted 13 June 2013 - 05:25 PM

How do we convert the texture packs with texture ender? I downloaded it but am clueless as what to do next.

#12

Lifeless_Toro

Posted 13 June 2013 - 05:26 PM

Resource packs was a great idea, I could imagine forgecraft doing this, not vanilla minecraft.

Starbound is funner.


#13

ReverseBottle
  • Minecraft: ReverseBottle

Posted 13 June 2013 - 05:30 PM

View PostTheReVurt, on 13 June 2013 - 05:25 PM, said:

How do we convert the texture packs with texture ender? I downloaded it but am clueless as what to do next.
When it starts, up, choose the texture pack you want to convert, and it does the rest.
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#14

TheReVurt

Posted 13 June 2013 - 05:32 PM

View PostReverseBottle, on 13 June 2013 - 05:30 PM, said:

When it starts, up, choose the texture pack you want to convert, and it does the rest.

On mac it does.  On windows for some reason I can't get it to start up. Maybe i'm just a PC noob.

EDIT: Nvm. Got it now. Thank you

#15

DazJW
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Posted 13 June 2013 - 05:49 PM

View PostReverseBottle, on 13 June 2013 - 05:22 PM, said:

Also, I'm assuming all the sounds and music files have to be .ogg files?
I haven't tried other formats, I just went with .ogg because that's what Minecraft uses.  You can export to .ogg with Audacity so it's easy enough to do.

The texture pack switching wasn't working for me with a game loaded, just the main menu.

#16

ReverseBottle
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Posted 13 June 2013 - 05:55 PM

View PostDazJW, on 13 June 2013 - 05:49 PM, said:

I haven't tried other formats, I just went with .ogg because that's what Minecraft uses.  You can export to .ogg with Audacity so it's easy enough to do.

The texture pack switching wasn't working for me with a game loaded, just the main menu.
Would you or anybody else be kind enough to upload a sample resource pack with a few custom sounds or music? I've added my own custom music, a Minecraft days have passed, but it's not playing anything :(
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#17

DazJW
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Posted 13 June 2013 - 06:10 PM

View PostReverseBottle, on 13 June 2013 - 05:55 PM, said:

Would you or anybody else be kind enough to upload a sample resource pack with a few custom sounds or music? I've added my own custom music, a Minecraft days have passed, but it's not playing anything Posted Image

Try something simple like:
Copy .minecraft\assets\sound\random\anvil_land.ogg
Paste it into .minecraft\resourcepacks\RESOURCEPACKNAME*\assets\minecraft\sound\random\
Rename it bow.ogg

Start the game, select the resource pack from the texture pack menu (under options on the main menu), enter a world and try firing the bow.

If the bow makes the anvil clang when you fire it then it's working, if not something is wrong.

RESOURCEPACKNAME* is the name of your pack.  It might be a good idea to convert an existing texture pack so the pack.mcmeta file is there.

Edit:  Had one too many /sound entries in the first file path.

#18

ReverseBottle
  • Minecraft: ReverseBottle

Posted 13 June 2013 - 06:26 PM

View PostDazJW, on 13 June 2013 - 06:10 PM, said:

Try something simple like:
Copy .minecraft\assets\sound\sound\random\anvil_land.ogg
Paste it into .minecraft\resourcepacks\RESOURCEPACKNAME*\assets\minecraft\sound\random\
Rename it bow.ogg

Start the game, select the resource pack from the texture pack menu (under options on the main menu), enter a world and try firing the bow.

If the bow makes the anvil clang when you fire it then it's working, if not something is wrong.

RESOURCEPACKNAME* is the name of your pack.  It might be a good idea to convert an existing texture pack so the pack.mcmeta file is there.

Edit: Yeah, there is no sound folder in the Resource Pack i've created.
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#19

DazJW
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Posted 13 June 2013 - 08:14 PM

View PostReverseBottle, on 13 June 2013 - 06:26 PM, said:


Edit: Yeah, there is no sound folder in the Resource Pack i've created.

Any folders that aren't in your resource pack you should just make, it won't have them automatically as it only includes the things it actually changes except for some leftover folders from the texture pack conversion.

#20

SharkMonster
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Posted 13 June 2013 - 08:27 PM

Wait you can edit records? (The guy posted a post that had the folders and it said Records)
Hope won't make dat chickin kook.