So you want to get into Minecraft modding but you don't know where to start?
No problem, in this guide I'll take you through the process of creating a texture pack for Minecraft with a detailed explanation for each step.
Notch is (understandably) not very fond of java class mods but I'll explain in the bottom of the guide how to decompile java classes and then recompile them.
so let's get started!
Contents:
[*:3mwgtywl]1. Setting up a good modding workspace
[*:3mwgtywl]2. Creating a texture mod
[*:3mwgtywl]3. Working with class files
1. Setting up a good modding workspace
Then first thing you need to do is get a hold of the original data file for Minecraft, that includes all textures, java classes and whatnot.
So go ahead and open up explorer (assuming that you're using Windows) and type the following into the address bar, then click enter:
%appdata%
Now you should see a folder there called .minecraft. This is the place where Minecraft stores all its data. Open the folder. Then the bin folder.
You should see something similar to the image below but don't worry if you don't have as many files, I've been using plenty of mods, including the HD Patcher and MrM's AO patch.
The one file you need to worry about now is the minecraft.jar, if you don't have it you need to run Minecraft once from the executable you downloaded.
A quick lesson about jar file: JAR files are built on the same technology as ZIP files, the have a very similar data structure except JAR files are engineered to work better with java classes. This means that you can open and modify JAR files in the same way you could with a ZIP file.
So open up minecraft.jar with 7zip, WinRAR or any other similar program. You should see a few folders and a whole bunch of files.
Before you go any further you should create a directory where you'd like to keep all of your Minecraft-modding-related files and folders. Mine is D:\Games\Minecraft I suggest you choose a similar location.
In this folder you've created you should also create a few folders:
Data Files: This is where you will store all of the original Minecraft data files.
Resources: Here you keep all texture resources, code examples and other things that you might need when creating a mod.
Projects: Here you will keep all of your modding projects, in subfolders of their own.
Mods: Here you can keep downloaded mods and texture packs for Minecraft, created by others. Not a necessary folder by any means but I think it's nice to have it all in one place.
Now we can continue. So start by extracting every single file from the minecraft.jar file you opened earlier into the new Minecrat\Data Files folder you created.
[censored]... that's a lot of files.
DON'T PANIC
The data files here are the latest at the time of writing - Minecraft 1.2.2 - 23. November 2010 11:10 GMT
The .class files are Java Class files, these files contain the raw code that Minecraft runs on.
Congratulations! You now have a proper Minecraft modding workspace on your computer and you're ready to dive into the world of MC modding!
Creating a texture pack, the easiest Minecraft mod you will ever create. However... it may be a bit intimidating for people who are new to modding. So I'm going to break it down for you in to 3 easy steps.
Step 1. Finding the files you need
Let's go ahead and open our newly created Data Files folder.
The only files you need to worry about at this point are the textures files, in other words the files ending with .png and .gif
Here is a list of the most important ones and what they do.
[*:3mwgtywl]particles.png <-- The in-game particle effects (explosions, etc)
[*:3mwgtywl]terrain.png <-- The main texture file for the environment, this is the most important texture in this guide.
[*:3mwgtywl]art\kz.png <-- The paintings you can create in-game.
[*:3mwgtywl]environment\clouds.png <-- Cloud textures. The file may look 'empty' to you but that's just because it's a transparent PNG file and the clouds are white.
[*:3mwgtywl]environment\rain.png <-- Rain texture
[*:3mwgtywl]environment\snow.png <-- Snow Texture
[*:3mwgtywl]font\default.png <-- The default font
[*:3mwgtywl]gui\background.png <-- The main menu background
[*:3mwgtywl]gui\container.png <-- Container texture
[*:3mwgtywl]gui\crafting.png <-- Crafting window
[*:3mwgtywl]gui\furnace.png <-- Furnace window
[*:3mwgtywl]gui\gui.png <-- GUI
[*:3mwgtywl]gui\icons.png <-- GUI elements (health, armor, etc)
[*:3mwgtywl]gui\inventory.png <-- Your inventory window
[*:3mwgtywl]gui\items.png <-- The icons for all items you can pick up
[*:3mwgtywl]gui\unknown_pack.png <-- A default image for texture packs that don't have a pack.png file.
[*:3mwgtywl]misc\dial.png <-- The 'watch' texture
[*:3mwgtywl]misc\foliagecolor.png <-- A gradient texture file applied as an overlay on the tree leave texture found in terrain.png. This is what causes trees to change colour in different biomes.
[*:3mwgtywl]misc\grasscolor.png <-- A gradient texture file applied as an overlay on the grass texture found in terrain.png. This is what causes grass to change colour in different biomes.
[*:3mwgtywl]misc\pumpkinblur.png <-- An on-screen overlay that is applied when the pumpkin helmet is equipped.
[*:3mwgtywl]mob\char.png <-- The default character texture
[*:3mwgtywl]mob\chicken.png <-- Monster textures, self-explanatory.
[*:3mwgtywl]mob\cow.png
[*:3mwgtywl]mob\creeper.png
[*:3mwgtywl]mob\ghast.png
[*:3mwgtywl]mob\ghast_fire.png
[*:3mwgtywl]mob\pig.png
[*:3mwgtywl]mob\pigman.png
[*:3mwgtywl]mob\pigzombie.png
[*:3mwgtywl]mob\saddle.png
[*:3mwgtywl]mob\sheep.png
[*:3mwgtywl]mob\sheep_fur.png
[*:3mwgtywl]mob\skeleton.png
[*:3mwgtywl]mob\slime.png
[*:3mwgtywl]mob\spider.png
[*:3mwgtywl]mob\spider_eyes.png <-- New texture for the spider eyes, possibly a glow-map.
[*:3mwgtywl]mob\zombie.png
[*:3mwgtywl]terrain\moon.png <-- Moon texture
[*:3mwgtywl]terrain\sun.png <-- Sun texture
OK, not so scary now eh? The file structure Minecraft uses is very simple and easy to work with.
So go into your Project folder and create a new folder called MyFirstMod
Now go back into the Data Files folder, locate the texture files you want to edit and COPY them to MyFirstMod
Step 2. Modifying the files
I'm not going to go into detail in this section because it's entirely up to the artist how he modifies these files.
Basically, these are image files, they can be opened by any image viewer and any image editor. You can open them up in Paint and modify them but I don't recommend it.
I suggest you get Photoshop, Photoshop Elements (A cheaper version of photoshop, has most of the important features though), GIMP or Paint.net
You open the files you want to edit in your image editor and modify it in any way you want.
There are two types of files that you need to understand how they work. The first is terrain.png. It's a 32 bit .png file and it's split into 16 lines with 16 squares in each line. Each square represents a particular texture in-game.
The file can be resized if you want to but it has to be in the power of 2. So the 256x256 (which is a 16x16 texture, since each square is 16 pixels * 16 pixels) can be resized to... 2048x2048 for example, where each square is 128x128.
Texture packs are usually 16^2, 32^2. 64^2, 128^2 or 256^2 and if you are going to create a texture larger than 16^2 you need to resize the entire file accordingly. It's easiest to use 16 * n where n is the individual texture size you want.
The second file type is basically any other texture than terrain.png. Those textures don't have squares in them, they only correspond to one element in-game. But the same rules still apply, they need to be a ^2 texture.
Remember that only .png supports transparency! Saving a file as .jpg or any other format will a) Remove all transparency :cool.gif: not work in-game.
Now save the files you edited in the MyFirstMod folder. Never save them in your Data Files folder as that will overwrite the original file, and you don't want that.
Open up JD (Java Decompiler) after you've extracted the archive you downloaded.
Go to File -> Open File... and navigate to your Minecraft\Data Files directory. Now open the class file you want to edit.
Now you have the class file loaded and you can see that on the left you have every single class file in your Data Files directory. Now you can go to File -> Save Source and save the opened class file as a .java file which can then be edited in any Code Editor for Java.
You can even go to File -> Save all sources to decompile all the class files at once.
Now open up the command prompt and navigate to the location or your .java file. Then type
javac filename.java
If you get an error you probably need to set your CLASSPATH to include the java directory. I'm not going to go into detail on this because messing with global system variables on your computer is not a good idea if you don't know what you doing. Use Google if you're determined to change it.
That's it for now! Hope you learned something from this guide. If you have any questions just post them here and I'll try to answer them as fast as possible.
Nice. It seems a bit thin around the compiling a class part. Would you consider expanding this section to show making a VERY simple change to an existing class? If you do, please include the steps right through to running it in your local client. If you convince me I can actually get started with a simple change, like altering a value that already exists in a class or some such, then I may actually try this.
Nice. It seems a bit thin around the compiling a class part. Would you consider expanding this section to show making a VERY simple change to an existing class? If you do, please include the steps right through to running it in your local client. If you convince me I can actually get started with a simple change, like altering a value that already exists in a class or some such, then I may actually try this.
Thanks again!
I know it's a bit thin... I did that on purpose. I figured if people are java programmers they can work out the rest on their own, if they're not java programmers then they'll probably do more damage than good. :tongue.gif:
If you look at some Java tutorials then you should be able to figure out how to read the minecraft classes...
I'll think about writing a more detailed guide on that.
Yeah lol.
I need to ask you another question (whilst making myself look like a dumbass in the process)
I, like many others, want to learn the process creating and running a mod.
So, I downloaded a mod (Gravel to Flint) and, looking at the source code, was instantly confused.
I want to know what this means:
public static nl GRAVEL = nl.m[13]
For example, I understand that nl is the .class file for 'block', but I don't understand nl.m[13]
Can you clarify on this?
Yeah lol.
I need to ask you another question (whilst making myself look like a dumbass in the process)
I, like many others, want to learn the process creating and running a mod.
So, I downloaded a mod (Gravel to Flint) and, looking at the source code, was instantly confused.
I want to know what this means:
public static nl GRAVEL = nl.m[13]
For example, I understand that nl is the .class file for 'block', but I don't understand nl.m[13]
Can you clarify on this?
I'm not really a Java programmer (I've only used C++, C# and Python) but I think it's to identify variables that are class members and not local variables.
I'm not really a Java programmer (I've only used C++, C# and Python) but I think it's to identify variables that are class members and not local variables.
Oh damn.
Well, I was just searching the internets and found out something... kind of. The number is the item's ID (found on minepedia) and the nl.m thing still makes no damn sense to me.
Oh well.
Oh yeah, I forgot...
Great tut dude! It's very user friendly (... if that's possible [at least it's understandable...]) and whatnot!
I shuld probably not bother, or maybe in the least start off with something a little less complex...
I've had a bit of experience in C++, and decided to maybe look at this, particularly for, of course, modding MC... I have Eclipse, this latest version, I got the JD plugin for it from your link, a SDK plugin, and the Equinox Target Components set..... It won't let me open class files to decompile the code...
Could not open the editor: The Class File Viewer cannot handle the given input ('org.eclipse.ui.ide.FileStoreEditorInput').
Any ideas on where to start?
Rollback Post to RevisionRollBack
Specs: Windows 7 Pro x64 i7-860
8gB RAM nVidia GTX260 Asus P7P55D Evo
I shuld probably not bother, or maybe in the least start off with something a little less complex...
I've had a bit of experience in C++, and decided to maybe look at this, particularly for, of course, modding MC... I have Eclipse, this latest version, I got the JD plugin for it from your link, a SDK plugin, and the Equinox Target Components set..... It won't let me open class files to decompile the code...
Could not open the editor: The Class File Viewer cannot handle the given input ('org.eclipse.ui.ide.FileStoreEditorInput').
Any ideas on where to start?
Don't use Eclipse for decompiling your .class files. Use Jd-gui (look it up on google mah boi) to decompile it to a .java file, THEN edit it with your chosen editor.
Don't use Eclipse for decompiling your .class files. Use Jd-gui (look it up on google mah boi) to decompile it to a .java file, THEN edit it with your chosen editor.
Ah! Thank you very much! Made a bit more headway than I had at my previous rate :wink.gif: Thank you kindly, sir!
Rollback Post to RevisionRollBack
Specs: Windows 7 Pro x64 i7-860
8gB RAM nVidia GTX260 Asus P7P55D Evo
Don't use Eclipse for decompiling your .class files. Use Jd-gui (look it up on google mah boi) to decompile it to a .java file, THEN edit it with your chosen editor.
Ah! Thank you very much! Made a bit more headway than I had at my previous rate :wink.gif: Thank you kindly, sir!
Hey, no prob! Tell me when you get your first mod underway! I wanna be one of the first to test it out!
[color=#008000][size=xx-large] If you get an error you probably need to set your [color=#00BF00] CLASSPATH to include the java directory [/color]I'm not going to go into detail on this because messing with global system variables on your computer is not a good idea if you don't know what you doing. Use Google if you're determined to change it.
That's it for now! Hope you learned something from this guide. If you have any questions just post them here and I'll try to answer them as fast as possible.
Sorry for the huge post line thing, but when you say set your CLASSFILE as well as you're JAVVA file, how do i do that, if u can't help me I'll just stick to Texture Packs =P
by r3spawn
So you want to get into Minecraft modding but you don't know where to start?
No problem, in this guide I'll take you through the process of creating a texture pack for Minecraft with a detailed explanation for each step.
Notch is (understandably) not very fond of java class mods but I'll explain in the bottom of the guide how to decompile java classes and then recompile them.
so let's get started!
Contents:
[*:3mwgtywl]1. Setting up a good modding workspace
[*:3mwgtywl]2. Creating a texture mod
[*:3mwgtywl]3. Working with class files
1. Setting up a good modding workspace
Then first thing you need to do is get a hold of the original data file for Minecraft, that includes all textures, java classes and whatnot.
So go ahead and open up explorer (assuming that you're using Windows) and type the following into the address bar, then click enter:
Now you should see a folder there called .minecraft. This is the place where Minecraft stores all its data. Open the folder. Then the bin folder.
You should see something similar to the image below but don't worry if you don't have as many files, I've been using plenty of mods, including the HD Patcher and MrM's AO patch.
The one file you need to worry about now is the minecraft.jar, if you don't have it you need to run Minecraft once from the executable you downloaded.
A quick lesson about jar file: JAR files are built on the same technology as ZIP files, the have a very similar data structure except JAR files are engineered to work better with java classes. This means that you can open and modify JAR files in the same way you could with a ZIP file.
So open up minecraft.jar with 7zip, WinRAR or any other similar program. You should see a few folders and a whole bunch of files.
----------------------------------------------------------------------------------->
Before you go any further you should create a directory where you'd like to keep all of your Minecraft-modding-related files and folders. Mine is D:\Games\Minecraft I suggest you choose a similar location.
In this folder you've created you should also create a few folders:
[*:3mwgtywl]Data Files
[*:3mwgtywl]Resources
[*:3mwgtywl]Projects
[*:3mwgtywl]Mods
Data Files: This is where you will store all of the original Minecraft data files.
Resources: Here you keep all texture resources, code examples and other things that you might need when creating a mod.
Projects: Here you will keep all of your modding projects, in subfolders of their own.
Mods: Here you can keep downloaded mods and texture packs for Minecraft, created by others. Not a necessary folder by any means but I think it's nice to have it all in one place.
----------------------------------------------------------------------------------->
Now we can continue. So start by extracting every single file from the minecraft.jar file you opened earlier into the new Minecrat\Data Files folder you created.
[censored]... that's a lot of files.
DON'T PANIC
The data files here are the latest at the time of writing - Minecraft 1.2.2 - 23. November 2010 11:10 GMT
The .class files are Java Class files, these files contain the raw code that Minecraft runs on.
Congratulations! You now have a proper Minecraft modding workspace on your computer and you're ready to dive into the world of MC modding!
----------------------------------------------------------------------------------->
2. Creating a texture mod
Creating a texture pack, the easiest Minecraft mod you will ever create. However... it may be a bit intimidating for people who are new to modding. So I'm going to break it down for you in to 3 easy steps.
Step 1. Finding the files you need
Let's go ahead and open our newly created Data Files folder.
The only files you need to worry about at this point are the textures files, in other words the files ending with .png and .gif
Here is a list of the most important ones and what they do.
[*:3mwgtywl]particles.png <-- The in-game particle effects (explosions, etc)
[*:3mwgtywl]terrain.png <-- The main texture file for the environment, this is the most important texture in this guide.
[*:3mwgtywl]armor\chain_1.png <-- Armour textures, pretty self-explanatory I think.
[*:3mwgtywl]armor\chain_2.png
[*:3mwgtywl]armor\cloth_1.png
[*:3mwgtywl]armor\cloth_2.png
[*:3mwgtywl]armor\diamond_1.png
[*:3mwgtywl]armor\diamond_2.png
[*:3mwgtywl]armor\gold_1.png
[*:3mwgtywl]armor\gold_2.png
[*:3mwgtywl]armor\iron_1.png
[*:3mwgtywl]armor\iron_2.png
[*:3mwgtywl]art\kz.png <-- The paintings you can create in-game.
[*:3mwgtywl]environment\clouds.png <-- Cloud textures. The file may look 'empty' to you but that's just because it's a transparent PNG file and the clouds are white.
[*:3mwgtywl]environment\rain.png <-- Rain texture
[*:3mwgtywl]environment\snow.png <-- Snow Texture
[*:3mwgtywl]font\default.png <-- The default font
[*:3mwgtywl]gui\background.png <-- The main menu background
[*:3mwgtywl]gui\container.png <-- Container texture
[*:3mwgtywl]gui\crafting.png <-- Crafting window
[*:3mwgtywl]gui\furnace.png <-- Furnace window
[*:3mwgtywl]gui\gui.png <-- GUI
[*:3mwgtywl]gui\icons.png <-- GUI elements (health, armor, etc)
[*:3mwgtywl]gui\inventory.png <-- Your inventory window
[*:3mwgtywl]gui\items.png <-- The icons for all items you can pick up
[*:3mwgtywl]gui\unknown_pack.png <-- A default image for texture packs that don't have a pack.png file.
[*:3mwgtywl]item\arrows.png <-- Arrow texture
[*:3mwgtywl]item\boat.png <-- Boat Texture
[*:3mwgtywl]item\cart.png <-- Cart texture
[*:3mwgtywl]item\door.png <-- Door texture
[*:3mwgtywl]item\sign.png <-- Sign texture
[*:3mwgtywl]misc\dial.png <-- The 'watch' texture
[*:3mwgtywl]misc\foliagecolor.png <-- A gradient texture file applied as an overlay on the tree leave texture found in terrain.png. This is what causes trees to change colour in different biomes.
[*:3mwgtywl]misc\grasscolor.png <-- A gradient texture file applied as an overlay on the grass texture found in terrain.png. This is what causes grass to change colour in different biomes.
[*:3mwgtywl]misc\pumpkinblur.png <-- An on-screen overlay that is applied when the pumpkin helmet is equipped.
[*:3mwgtywl]mob\char.png <-- The default character texture
[*:3mwgtywl]mob\chicken.png <-- Monster textures, self-explanatory.
[*:3mwgtywl]mob\cow.png
[*:3mwgtywl]mob\creeper.png
[*:3mwgtywl]mob\ghast.png
[*:3mwgtywl]mob\ghast_fire.png
[*:3mwgtywl]mob\pig.png
[*:3mwgtywl]mob\pigman.png
[*:3mwgtywl]mob\pigzombie.png
[*:3mwgtywl]mob\saddle.png
[*:3mwgtywl]mob\sheep.png
[*:3mwgtywl]mob\sheep_fur.png
[*:3mwgtywl]mob\skeleton.png
[*:3mwgtywl]mob\slime.png
[*:3mwgtywl]mob\spider.png
[*:3mwgtywl]mob\spider_eyes.png <-- New texture for the spider eyes, possibly a glow-map.
[*:3mwgtywl]mob\zombie.png
[*:3mwgtywl]terrain\moon.png <-- Moon texture
[*:3mwgtywl]terrain\sun.png <-- Sun texture
OK, not so scary now eh? The file structure Minecraft uses is very simple and easy to work with.
So go into your Project folder and create a new folder called MyFirstMod
Now go back into the Data Files folder, locate the texture files you want to edit and COPY them to MyFirstMod
Step 2. Modifying the files
I'm not going to go into detail in this section because it's entirely up to the artist how he modifies these files.
Basically, these are image files, they can be opened by any image viewer and any image editor. You can open them up in Paint and modify them but I don't recommend it.
I suggest you get Photoshop, Photoshop Elements (A cheaper version of photoshop, has most of the important features though), GIMP or Paint.net
You open the files you want to edit in your image editor and modify it in any way you want.
There are two types of files that you need to understand how they work. The first is terrain.png. It's a 32 bit .png file and it's split into 16 lines with 16 squares in each line. Each square represents a particular texture in-game.
The file can be resized if you want to but it has to be in the power of 2. So the 256x256 (which is a 16x16 texture, since each square is 16 pixels * 16 pixels) can be resized to... 2048x2048 for example, where each square is 128x128.
Texture packs are usually 16^2, 32^2. 64^2, 128^2 or 256^2 and if you are going to create a texture larger than 16^2 you need to resize the entire file accordingly. It's easiest to use 16 * n where n is the individual texture size you want.
The second file type is basically any other texture than terrain.png. Those textures don't have squares in them, they only correspond to one element in-game. But the same rules still apply, they need to be a ^2 texture.
Remember that only .png supports transparency! Saving a file as .jpg or any other format will a) Remove all transparency :cool.gif: not work in-game.
Now save the files you edited in the MyFirstMod folder. Never save them in your Data Files folder as that will overwrite the original file, and you don't want that.
Step 3. Getting the new files into Minecraft
Now would be a good idea to look at one of my other guides, Creating a texture pack.
Congratulations! You've created your first Minecraft mod!
3. Working with .class files
Step 1. Decompiling
Get the required software:
Java Decompiler
Open up JD (Java Decompiler) after you've extracted the archive you downloaded.
Go to File -> Open File... and navigate to your Minecraft\Data Files directory. Now open the class file you want to edit.
Now you have the class file loaded and you can see that on the left you have every single class file in your Data Files directory. Now you can go to File -> Save Source and save the opened class file as a .java file which can then be edited in any Code Editor for Java.
You can even go to File -> Save all sources to decompile all the class files at once.
Step 2. Compiling
First go and download the Java Development Kit(JDK)
Now open up the command prompt and navigate to the location or your .java file. Then type
If you get an error you probably need to set your CLASSPATH to include the java directory. I'm not going to go into detail on this because messing with global system variables on your computer is not a good idea if you don't know what you doing. Use Google if you're determined to change it.
----------------------------------------------------------------------------------->
That's it for now! Hope you learned something from this guide. If you have any questions just post them here and I'll try to answer them as fast as possible.
Thanks again!
I know it's a bit thin... I did that on purpose. I figured if people are java programmers they can work out the rest on their own, if they're not java programmers then they'll probably do more damage than good. :tongue.gif:
If you look at some Java tutorials then you should be able to figure out how to read the minecraft classes...
I'll think about writing a more detailed guide on that.
I decided to try this and edit a .class file (err. a .java file) to see if what Idid made any sense or not.
I used Eclipse to edit the code and saved it into one of the folders in my projects folder.
Now, my problem is the recompiling part. I go into command prompt and type the following:
javac [censored].java
Then, this shows up.
javac: file not found: [censored].java
Usage: javac <options> <source files>
use -help for a list of possible items.
Any solution to this?
I run on windows vista x32
That's probably why, isn't it?
EDIT* Oh wow. Fail. I forgot to change the directory to my projects folder. Just ignore everything I've said.
heh :tongue.gif: That happens.
I need to ask you another question (whilst making myself look like a dumbass in the process)
I, like many others, want to learn the process creating and running a mod.
So, I downloaded a mod (Gravel to Flint) and, looking at the source code, was instantly confused.
I want to know what this means:
For example, I understand that nl is the .class file for 'block', but I don't understand nl.m[13]
Can you clarify on this?
I'm not really a Java programmer (I've only used C++, C# and Python) but I think it's to identify variables that are class members and not local variables.
Oh damn.
Well, I was just searching the internets and found out something... kind of. The number is the item's ID (found on minepedia) and the nl.m thing still makes no damn sense to me.
Oh well.
Oh yeah, I forgot...
Great tut dude! It's very user friendly (... if that's possible [at least it's understandable...]) and whatnot!
I've had a bit of experience in C++, and decided to maybe look at this, particularly for, of course, modding MC... I have Eclipse, this latest version, I got the JD plugin for it from your link, a SDK plugin, and the Equinox Target Components set..... It won't let me open class files to decompile the code...
Any ideas on where to start?
8gB RAM nVidia GTX260 Asus P7P55D Evo
Don't use Eclipse for decompiling your .class files. Use Jd-gui (look it up on google mah boi) to decompile it to a .java file, THEN edit it with your chosen editor.
Ah! Thank you very much! Made a bit more headway than I had at my previous rate :wink.gif: Thank you kindly, sir!
8gB RAM nVidia GTX260 Asus P7P55D Evo
Hey, no prob! Tell me when you get your first mod underway! I wanna be one of the first to test it out!
A new tutorial!
Typing this before i read it.
I hope it doesnt require MCP, as that's outdated and probably wont be updated for a while..
Sorry for the huge post line thing, but when you say set your CLASSFILE as well as you're JAVVA file, how do i do that, if u can't help me I'll just stick to Texture Packs =P
Nevermind, the guy with the llama just necro'd it.
And also, how do you open up the "command prompt"?
I are confuse here.