More Info: How to Change Your Minecraft Skin in Java Edition
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Not sure if I was supposed to put this in the Modding Discussion or not…
Anyways, I just can't seem to understand the documentation on making Custom Entity Models and changing the textures of a mob by naming. I am hoping that someone could explain it better with examples if possible. I am trying to make a personal resource pack with villagers who look like players and I can change their textures by naming so that I can assign them to different buildings based on their name (Example:A villager named 'Enchanter' will get the skin of an enchanter who I can place into a building for Enchanting, if that makes sense).
By the way, I am using 1.12.2-Optifine_HD_U_C6.
Well for starters, you're using the wrong version of Optifine. For the name-based mob texture change, you'll want OptiFine 1.12.2 HD U C7
For better understanding CEM, there's a guide here: http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/resource-packs/resource-pack-discussion/2780050-a-basic-guide-to-optifine-entity-modelling
If you need an example of villager models that have been replaced with simulated player models, I actually have a resource pack that does just that, if you need a reference.
https://minecraft.curseforge.com/projects/player-villager-models
As for how the mob naming works...
The random mobs feature works by creating a .properties file for the entity texture you want to change, and then selecting alternative textures from a numbered list, based on certain rules (ie random selection, biome, name, etc)
For example, if you wanted to give a smith a custom texture with a custom name, you would set it up like this:
in assets/minecraft/mcpatcher/mob/villager
your custom texture would be smith2.png and your properties file would be smith.properties
Inside your .properties file, you would write:
skins.2=2
name.2=new smith
This means that for the second alternate mob skin, it will use the file smith2.png under the condition that it is named new smith
Then if you want to add more variants, it would go
skins.3=3 (for smith3.png)
name.3=
etc
The file number doesn't have to match the list number either, so you could have something like skins.2=50 (for smith50.png)
The file structure in mcpatcher's mob folder needs to match that of the entity texture folder. So if you're targeting an entity texture that isn't in a sub-folder, such as an iron golem, you'd place the custom files in assets/minecraft/mcpatcher/mob
If you need an example, check out my transmobifier resource pack
https://minecraft.curseforge.com/projects/transmobifier-16x
Hey, I know it's been awhile since this post, but I'm having trouble getting the naming to work.
I'm on Optifine 1.12.2 HD U C8 and I have created a "pig" folder within "assets/minecraft/mcpatcher/mob/", put an image of a different pig (same size as original pig texture) called pig2.png.
Then I made a pig2.properties file and put the following in it.
skins.2=2
name=2
What happens in-game is that it appears to be random. If I use a spawn egg to spawn a pig, it may have the new texture or it may not. If I /summon a pig with the {CustomName:"2"}, it sometimes has the new texture and sometimes doesn't. Is there something I'm doing wrong? Thanks!
can we use custom tags to change the texture of a mob , it will really help me in make custom mobs naturally spawn with custom abilities