SO I've been spending months trying to get this texture pack as amazing looking as possible, but every part of making this has been fail after fail after fail.. I am by no means giving up or anything, but these banners not working have been a breaking point, and I have no clue what could possibly be wrong! Also, with the text, tbh Idc anymore about fixing it, it's been broken for as long as I can remember.
ATTACHMENTS
2019-02-06_19.39.29
2019-02-06_19.39.38
2019-02-05_14.39.34
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So... I'd like to help you however you have given me absolutely nothing to work with. Iv'e never seen this text bug before and I can't be certain what's causing your banner issue so unless you can provide me/us with a relevant .zip file so we can see what you're working with and the issue in action I'm not sure anyone will be able to help you much. The best bet would be to package all of the relevant assets into a .zip we can see and manipulate for you, and upload it to mediafire or a similar service so we can download it, or a full download if you can't/don't want to strip the assets out. Best of luck at any rate, hopefully you get this resolved.
Look into your banners folder and check, if every file has the same height and width size.
Can you put the gui folder already to download? This is the only part, that looks very good to me, and it's only the creative window, possibly even better for normal gameplay guis?
So... I'd like to help you however you have given me absolutely nothing to work with. Iv'e never seen this text bug before and I can't be certain what's causing your banner issue so unless you can provide me/us with a relevant .zip file so we can see what you're working with and the issue in action I'm not sure anyone will be able to help you much. The best bet would be to package all of the relevant assets into a .zip we can see and manipulate for you, and upload it to mediafire or a similar service so we can download it, or a full download if you can't/don't want to strip the assets out. Best of luck at any rate, hopefully you get this resolved.
Sorry for being a bit stupid, I totally forgot to drop the link, the banners are from Wolfhound, but this has been happening for as long as i have been making the pack
Oh, and I'm not a complete idiot, I tell where all the textures and music are from in the credits.txt (I'd suggest not having your volume for music at max, cuz some of the music it a bit loud..)
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This is interesting. Firstly I'll note that the download I got from you isn't seen by the game as a valid .zip archive since it is Sand's Awesome Pack/MyPack/assets/minecraft instead of just Sand's Awesome Pack/assets/minecraft but since the game can't even see the .zip when it's packaged like that I removed the 'MyPack' folder and moved its contents up a directory. Once I had gotten rid of the MyPack folder I loaded up the pack with Optifine 1.12.2 E1 (the version your launcher shows) and I witnessed a completely functional resource pack. You are missing 2 texture files for banners (textures/items/banner_base and textures/items/banner_overlay) that handle the item display for the GUI and hand but, as you can see in the screenshot, the game had no problem using the default assets from the game to display the colors. I also have no text issues when playing vanilla which makes me believe the issue may be with the Forge launcher. What version of forge are you using and what mods do you normally use? Does your pack's file structure usually contain a 'MyPack' folder where the download does? I had assumed that was a mistake in your upload but I guess it could be possible Forge recognizes the folder even though vanilla MC doesn't. Have you tried the pack with just optifine to see if your issues remain? I don't play modded very much so if I can't replicate the problem I can't help much more.
This is interesting. Firstly I'll note that the download I got from you isn't seen by the game as a valid .zip archive since it is Sand's Awesome Pack/MyPack/assets/minecraft instead of just Sand's Awesome Pack/assets/minecraft but since the game can't even see the .zip when it's packaged like that I removed the 'MyPack' folder and moved its contents up a directory. Once I had gotten rid of the MyPack folder I loaded up the pack with Optifine 1.12.2 E1 (the version your launcher shows) and I witnessed a completely functional resource pack. You are missing 2 texture files for banners (textures/items/banner_base and textures/items/banner_overlay) that handle the item display for the GUI and hand but, as you can see in the screenshot, the game had no problem using the default assets from the game to display the colors. I also have no text issues when playing vanilla which makes me believe the issue may be with the Forge launcher. What version of forge are you using and what mods do you normally use? Does your pack's file structure usually contain a 'MyPack' folder where the download does? I had assumed that was a mistake in your upload but I guess it could be possible Forge recognizes the folder even though vanilla MC doesn't. Have you tried the pack with just optifine to see if your issues remain? I don't play modded very much so if I can't replicate the problem I can't help much more.
So all that I'm missing is item textures? and then it should be good?
and these are the only mods I use, I only use the minimap for death coords and such, and I hardly pay attention to the map/compass.
ATTACHMENTS
Capture
Rollback Post to RevisionRollBack
If you need to reach me, PM me on discord! @🐕Sand✨Starchild👑Fictionkin🐾#0057
So all that I'm missing is item textures? and then it should be good?
and these are the only mods I use, I only use the minimap for death coords and such, and I hardly pay attention to the map/compass.
It's not quite that simple, since the issue isn't present when using your pack in vanilla I had to try to mod my game identically to yours until the issues appeared. Now that I know what mods you're using I was able to add them 1 by 1 until I started having issues. Forge and optifine together causes no issues but as soon as liteloader gets added into the mix your double text bug appears so that seems to be an issue with forge+liteloader. At this point I will mention that in your Fonts folder all I see is a TTF font file which isn't how minecraft is formatted and won't work as a font, it's possible having a working font here would help, I haven't texted any fixes for things. It seems to me like forge and liteloader are trying to display the same info using different fonts/spacing (one seems HD while the other looks default) so giving those the same fonts/spacing should eliminate the issue in theory. I then added voxelmap and neat into the mix but, here's the thing, your banners still work.
When minecraft is missing an asset in a resource pack it's designed to look in other packs below it for the missing items. While you are in fact missing item textures for banners that shouldn't (and from my experience doesn't) cause the issue in your screenshot, it just uses the vanilla assets if none are ever provided. Even when I was running all of the same mods you have, with only your unaltered resource pack loaded, I have not been able to re-create the problem you're having. While I was modding my game I couldn't help but notice a distinct difference in our 1.12.2 mod folders- are you sure you installed everything properly? I made sure I downloaded everything from the official sources and installed as instructed but you have forge-installer assets I don't, your liteloader looks like you dropped the installer into the mods folder without extracting the .jar and using that, your optifine seems to be suffering from the same fate as the liteloader, and I simply have not been able to find jar files with those names for the Neat Mod or VoxelMap. Given these inconsistency in our mod folders I can't help but wonder if you got a bad download or version of something somewhere because, as I said; I haven't experienced your banner issue. You should test your pack in vanilla and see if the banners work, if they don't it may be that your vanilla assets got messed up somehow. If your pack works in vanilla I would try re-installing all of the mods from their official websites and following the installation instructions. Unfortunately I'm out of things to test without being able to re-create the issue.
It's not quite that simple, since the issue isn't present when using your pack in vanilla I had to try to mod my game identically to yours until the issues appeared. Now that I know what mods you're using I was able to add them 1 by 1 until I started having issues. Forge and optifine together causes no issues but as soon as liteloader gets added into the mix your double text bug appears so that seems to be an issue with forge+liteloader. At this point I will mention that in your Fonts folder all I see is a TTF font file which isn't how minecraft is formatted and won't work as a font, it's possible having a working font here would help, I haven't texted any fixes for things. It seems to me like forge and liteloader are trying to display the same info using different fonts/spacing (one seems HD while the other looks default) so giving those the same fonts/spacing should eliminate the issue in theory. I then added voxelmap and neat into the mix but, here's the thing, your banners still work.
When minecraft is missing an asset in a resource pack it's designed to look in other packs below it for the missing items. While you are in fact missing item textures for banners that shouldn't (and from my experience doesn't) cause the issue in your screenshot, it just uses the vanilla assets if none are ever provided. Even when I was running all of the same mods you have, with only your unaltered resource pack loaded, I have not been able to re-create the problem you're having. While I was modding my game I couldn't help but notice a distinct difference in our 1.12.2 mod folders- are you sure you installed everything properly? I made sure I downloaded everything from the official sources and installed as instructed but you have forge-installer assets I don't, your liteloader looks like you dropped the installer into the mods folder without extracting the .jar and using that, your optifine seems to be suffering from the same fate as the liteloader, and I simply have not been able to find jar files with those names for the Neat Mod or VoxelMap. Given these inconsistency in our mod folders I can't help but wonder if you got a bad download or version of something somewhere because, as I said; I haven't experienced your banner issue. You should test your pack in vanilla and see if the banners work, if they don't it may be that your vanilla assets got messed up somehow. If your pack works in vanilla I would try re-installing all of the mods from their official websites and following the installation instructions. Unfortunately I'm out of things to test without being able to re-create the issue.
Okay, I tried what you said, except; sense minecraft will literally crash while loading, I only used my forge+optifine version of 1.12, and here are my results (It's safe to say I've been fiddling around with stuff, and fixing things sense I put out that version of the pack, so maybe that's why you're not having the problem, but I will see if re-downloading the mods works..)
Edit: I now have the new version of the pack, and now you can see what the problem really is, sorry about that! I try to fix things when I see they're broken.. (I also noticed while playing that one of the Zombie villagers was missing arms, not sure if that was a texture thing or just a glitch..)
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Well what I'm seeing now is working banners with only the shield not applying them properly- is that with just forge and optifine? I'm not having that issue with forge and optifine so maybe you couple link your current version so I can see if there are any problems with how your stuff is working compared to mine. Can you not run vanilla MC with just optifine?
Well what I'm seeing now is working banners with only the shield not applying them properly- is that with just forge and optifine? I'm not having that issue with forge and optifine so maybe you couple link your current version so I can see if there are any problems with how your stuff is working compared to mine. Can you not run vanilla MC with just optifine?
Considering I don't have a just optifine version of minecraft, no. My fiance; who's been helping me with fixing things up until this point, hasn't been getting these problems either, but I will report back to you whenever he gets minecraft up and running with the update
Edit: He tried, it doesn't work. not sure what to do now..
Edit 2: Tried out the pack I got the shield texture from (wolfhound) and evidentally, it's just a 1.12.2 thing, because It worked in 1.13
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Well, the pack that you gave me didn't have a shield file, did it? I noticed that the banner files you had seemed to be the default minecraft resolution of 64x and that shield looks like it's a lot more detailed than 64x (the default shield resolution). Did you bring over the banner files from wolfhound when you took the shield? If you remember, the first thing KittenKatja mentioned was making sure that all of your banner files were the height and width- this will also apply to the shield since they all trying to apply together. If your shield is 128x then you need 128x banner patterns, that's all I can think of without seeing what you're working with now.
Did it not? I'm sure I gave you the upmost newest one, but I fiddled around with the textures, and edited them to make sure they were only white, (wolfhound gives you a silly looking banner and banner+shield texture) and I can give you the files, but not the whole pack, that would take a long time, as it always does.. But digressing here, It worked in 1.13, but not 1.12.2, which is really odd... But here is the base and shield base, still no clue what's wrong, as if it is a size problem, It's not easy to tell..
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base
shield_base
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Rightclick the file, property, a head tab has then informations such as height and width, yes, very not easy to tell.
Though I didn't like your tone, I did as asked, and my results..
Not sure if it's good or bad, I'm not the smartest when it comes to computers, If I was, I probably would have never asked in the first place.. (If I didn't legitimately want this fixed, I would've settled on "It just doesn't work for no particular reason" as my answer and moved on with my life. But sorry, for wasting your time, as I feel like that's the answer we're going to get at the end of this thread..)
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Sorry for the late reply, I've been helping some other people texture for 1.14 and got distracted. The version of the pack you gave me had absolutely no shield assets. To work properly you should have 2 files and 1 folder in your entities folder. You should have a shield_base and a shield_base_nopattern image along with a shield folder (the contents of that folder will look almost identical to the banner folder only with single images rather than double). Every single one of these images should be the same size texture, since your using a 256x shield you'll want a 256x set of pattern images to match it. The error I'm seeing in your screenshot is what happens if I put a shield larger then the default (64x) into MC without adding custom matching patterns of the same resolution in enitity/shield. I can't see anything immediately wrong with those 2 files other than the base file being a total white-out which I feel could be a problem, never seen patterns done that way before. I feel pretty confident that if all of your images were the same size and in the right namespace you'd get it working. If you can't get it working after this tell me where your pattern images are from and give me your shield_base_nopattern and I'll make it work for you.
P.S. Do not fill the transparent areas of a model with white (unless the texture is white)- you'll get glitches. People fill in the transparency because models (especially complex ones) tend to have the intersections of texture faces glitch and show an area outside of the model texture. If that texture mat doesn't support transparency then you get these annoying white micro-pixels flashing at the edge of blocks are you walk by. People fix this by filling the transparent ares for these models with a color similar the the border pixels so when there is any bleeding it becomes unnoticeable. For your shield you'd want the background like a slate gray if anything, since it supports transparency it doesn't really need it as badly, but using white for something with a dark border actual creates potential issues rather than preventing them.
The images below are examples of the shield images I use- the first 2 are from textures/entity the second 2 are from textures/entity/shield and the last is just an example of appropriate transparency coloring for models.
Sorry for the late reply, I've been helping some other people texture for 1.14 and got distracted. The version of the pack you gave me had absolutely no shield assets. To work properly you should have 2 files and 1 folder in your entities folder. You should have a shield_base and a shield_base_nopattern image along with a shield folder (the contents of that folder will look almost identical to the banner folder only with single images rather than double). Every single one of these images should be the same size texture, since your using a 256x shield you'll want a 256x set of pattern images to match it. The error I'm seeing in your screenshot is what happens if I put a shield larger then the default (64x) into MC without adding custom matching patterns of the same resolution in enitity/shield. I can't see anything immediately wrong with those 2 files other than the base file being a total white-out which I feel could be a problem, never seen patterns done that way before. I feel pretty confident that if all of your images were the same size and in the right namespace you'd get it working. If you can't get it working after this tell me where your pattern images are from and give me your shield_base_nopattern and I'll make it work for you.
P.S. Do not fill the transparent areas of a model with white (unless the texture is white)- you'll get glitches. People fill in the transparency because models (especially complex ones) tend to have the intersections of texture faces glitch and show an area outside of the model texture. If that texture mat doesn't support transparency then you get these annoying white micro-pixels flashing at the edge of blocks are you walk by. People fix this by filling the transparent ares for these models with a color similar the the border pixels so when there is any bleeding it becomes unnoticeable. For your shield you'd want the background like a slate gray if anything, since it supports transparency it doesn't really need it as badly, but using white for something with a dark border actual creates potential issues rather than preventing them.
The images below are examples of the shield images I use- the first 2 are from textures/entity the second 2 are from textures/entity/shield and the last is just an example of appropriate transparency coloring for models.
So, all I'm missing is a folder with the same stuff in it? And I don't mind late reply's, I can be patient, and I know people have other things to do than just help me, so no worries! So I can just make sure they're all the same size, and are the names as same as the others? (the banner textures I mean) I'm by no means lazy, just easily confused..
Edit: I noticed there was a shield folder in the wolfhound pack that I got the shield from, and put that folder in my entity folder (Not sure how I didn't notice that before, but hey, at least I found it!) And I got it to work! Thanks a ton for the help! Once I fully make sure everything is the best possible texture, I will drop the Google Drive link on here for anyone wanting it! (Not this post, just wherever it belongs, If I find it!
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Glad you finally got it working. If in the future you want to resolve your text issue I think the solution will be in researching mod-support texturing for forge and liteloader, if you can give them both the same custom font then you should eliminate the double-up. Good luck.
SO I've been spending months trying to get this texture pack as amazing looking as possible, but every part of making this has been fail after fail after fail.. I am by no means giving up or anything, but these banners not working have been a breaking point, and I have no clue what could possibly be wrong! Also, with the text, tbh Idc anymore about fixing it, it's been broken for as long as I can remember.
If you need to reach me, PM me on discord! @🐕Sand✨Starchild👑Fictionkin🐾#0057
So... I'd like to help you however you have given me absolutely nothing to work with. Iv'e never seen this text bug before and I can't be certain what's causing your banner issue so unless you can provide me/us with a relevant .zip file so we can see what you're working with and the issue in action I'm not sure anyone will be able to help you much. The best bet would be to package all of the relevant assets into a .zip we can see and manipulate for you, and upload it to mediafire or a similar service so we can download it, or a full download if you can't/don't want to strip the assets out. Best of luck at any rate, hopefully you get this resolved.
Look into your banners folder and check, if every file has the same height and width size.
Can you put the gui folder already to download? This is the only part, that looks very good to me, and it's only the creative window, possibly even better for normal gameplay guis?
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KittenKatja ♥
https://drive.google.com/open?id=1lbO97lK_NVP51pQqbOgZn-7u5jgm00bU
Sorry for being a bit stupid, I totally forgot to drop the link, the banners are from Wolfhound, but this has been happening for as long as i have been making the pack
Oh, and I'm not a complete idiot, I tell where all the textures and music are from in the credits.txt (I'd suggest not having your volume for music at max, cuz some of the music it a bit loud..)
If you need to reach me, PM me on discord! @🐕Sand✨Starchild👑Fictionkin🐾#0057
This is interesting. Firstly I'll note that the download I got from you isn't seen by the game as a valid .zip archive since it is Sand's Awesome Pack/MyPack/assets/minecraft instead of just Sand's Awesome Pack/assets/minecraft but since the game can't even see the .zip when it's packaged like that I removed the 'MyPack' folder and moved its contents up a directory. Once I had gotten rid of the MyPack folder I loaded up the pack with Optifine 1.12.2 E1 (the version your launcher shows) and I witnessed a completely functional resource pack. You are missing 2 texture files for banners (textures/items/banner_base and textures/items/banner_overlay) that handle the item display for the GUI and hand but, as you can see in the screenshot, the game had no problem using the default assets from the game to display the colors. I also have no text issues when playing vanilla which makes me believe the issue may be with the Forge launcher. What version of forge are you using and what mods do you normally use? Does your pack's file structure usually contain a 'MyPack' folder where the download does? I had assumed that was a mistake in your upload but I guess it could be possible Forge recognizes the folder even though vanilla MC doesn't. Have you tried the pack with just optifine to see if your issues remain? I don't play modded very much so if I can't replicate the problem I can't help much more.
So all that I'm missing is item textures? and then it should be good?
and these are the only mods I use, I only use the minimap for death coords and such, and I hardly pay attention to the map/compass.
If you need to reach me, PM me on discord! @🐕Sand✨Starchild👑Fictionkin🐾#0057
It's not quite that simple, since the issue isn't present when using your pack in vanilla I had to try to mod my game identically to yours until the issues appeared. Now that I know what mods you're using I was able to add them 1 by 1 until I started having issues. Forge and optifine together causes no issues but as soon as liteloader gets added into the mix your double text bug appears so that seems to be an issue with forge+liteloader. At this point I will mention that in your Fonts folder all I see is a TTF font file which isn't how minecraft is formatted and won't work as a font, it's possible having a working font here would help, I haven't texted any fixes for things. It seems to me like forge and liteloader are trying to display the same info using different fonts/spacing (one seems HD while the other looks default) so giving those the same fonts/spacing should eliminate the issue in theory. I then added voxelmap and neat into the mix but, here's the thing, your banners still work.
When minecraft is missing an asset in a resource pack it's designed to look in other packs below it for the missing items. While you are in fact missing item textures for banners that shouldn't (and from my experience doesn't) cause the issue in your screenshot, it just uses the vanilla assets if none are ever provided. Even when I was running all of the same mods you have, with only your unaltered resource pack loaded, I have not been able to re-create the problem you're having. While I was modding my game I couldn't help but notice a distinct difference in our 1.12.2 mod folders- are you sure you installed everything properly? I made sure I downloaded everything from the official sources and installed as instructed but you have forge-installer assets I don't, your liteloader looks like you dropped the installer into the mods folder without extracting the .jar and using that, your optifine seems to be suffering from the same fate as the liteloader, and I simply have not been able to find jar files with those names for the Neat Mod or VoxelMap. Given these inconsistency in our mod folders I can't help but wonder if you got a bad download or version of something somewhere because, as I said; I haven't experienced your banner issue. You should test your pack in vanilla and see if the banners work, if they don't it may be that your vanilla assets got messed up somehow. If your pack works in vanilla I would try re-installing all of the mods from their official websites and following the installation instructions. Unfortunately I'm out of things to test without being able to re-create the issue.
Okay, I tried what you said, except; sense minecraft will literally crash while loading, I only used my forge+optifine version of 1.12, and here are my results (It's safe to say I've been fiddling around with stuff, and fixing things sense I put out that version of the pack, so maybe that's why you're not having the problem, but I will see if re-downloading the mods works..)
Edit: I now have the new version of the pack, and now you can see what the problem really is, sorry about that! I try to fix things when I see they're broken.. (I also noticed while playing that one of the Zombie villagers was missing arms, not sure if that was a texture thing or just a glitch..)
https://drive.google.com/open?id=1XO00karVGTbYXdZlMsJEdc_hc7bAZD6h
If you need to reach me, PM me on discord! @🐕Sand✨Starchild👑Fictionkin🐾#0057
Well what I'm seeing now is working banners with only the shield not applying them properly- is that with just forge and optifine? I'm not having that issue with forge and optifine so maybe you couple link your current version so I can see if there are any problems with how your stuff is working compared to mine. Can you not run vanilla MC with just optifine?
Considering I don't have a just optifine version of minecraft, no. My fiance; who's been helping me with fixing things up until this point, hasn't been getting these problems either, but I will report back to you whenever he gets minecraft up and running with the update
Edit: He tried, it doesn't work. not sure what to do now..
Edit 2: Tried out the pack I got the shield texture from (wolfhound) and evidentally, it's just a 1.12.2 thing, because It worked in 1.13
If you need to reach me, PM me on discord! @🐕Sand✨Starchild👑Fictionkin🐾#0057
You can download forge, while mounting liteloader, this will make it possible to both use forge and liteloader mods.
Meow~
#F5F8FB
KittenKatja ♥
Well, the pack that you gave me didn't have a shield file, did it? I noticed that the banner files you had seemed to be the default minecraft resolution of 64x and that shield looks like it's a lot more detailed than 64x (the default shield resolution). Did you bring over the banner files from wolfhound when you took the shield? If you remember, the first thing KittenKatja mentioned was making sure that all of your banner files were the height and width- this will also apply to the shield since they all trying to apply together. If your shield is 128x then you need 128x banner patterns, that's all I can think of without seeing what you're working with now.
Did it not? I'm sure I gave you the upmost newest one, but I fiddled around with the textures, and edited them to make sure they were only white, (wolfhound gives you a silly looking banner and banner+shield texture) and I can give you the files, but not the whole pack, that would take a long time, as it always does.. But digressing here, It worked in 1.13, but not 1.12.2, which is really odd... But here is the base and shield base, still no clue what's wrong, as if it is a size problem, It's not easy to tell..
If you need to reach me, PM me on discord! @🐕Sand✨Starchild👑Fictionkin🐾#0057
Rightclick the file, property, a head tab has then informations such as height and width, yes, very not easy to tell.
Meow~
#F5F8FB
KittenKatja ♥
Though I didn't like your tone, I did as asked, and my results..
Not sure if it's good or bad, I'm not the smartest when it comes to computers, If I was, I probably would have never asked in the first place.. (If I didn't legitimately want this fixed, I would've settled on "It just doesn't work for no particular reason" as my answer and moved on with my life. But sorry, for wasting your time, as I feel like that's the answer we're going to get at the end of this thread..)
If you need to reach me, PM me on discord! @🐕Sand✨Starchild👑Fictionkin🐾#0057
Sorry for the late reply, I've been helping some other people texture for 1.14 and got distracted. The version of the pack you gave me had absolutely no shield assets. To work properly you should have 2 files and 1 folder in your entities folder. You should have a shield_base and a shield_base_nopattern image along with a shield folder (the contents of that folder will look almost identical to the banner folder only with single images rather than double). Every single one of these images should be the same size texture, since your using a 256x shield you'll want a 256x set of pattern images to match it. The error I'm seeing in your screenshot is what happens if I put a shield larger then the default (64x) into MC without adding custom matching patterns of the same resolution in enitity/shield. I can't see anything immediately wrong with those 2 files other than the base file being a total white-out which I feel could be a problem, never seen patterns done that way before. I feel pretty confident that if all of your images were the same size and in the right namespace you'd get it working. If you can't get it working after this tell me where your pattern images are from and give me your shield_base_nopattern and I'll make it work for you.
P.S. Do not fill the transparent areas of a model with white (unless the texture is white)- you'll get glitches. People fill in the transparency because models (especially complex ones) tend to have the intersections of texture faces glitch and show an area outside of the model texture. If that texture mat doesn't support transparency then you get these annoying white micro-pixels flashing at the edge of blocks are you walk by. People fix this by filling the transparent ares for these models with a color similar the the border pixels so when there is any bleeding it becomes unnoticeable. For your shield you'd want the background like a slate gray if anything, since it supports transparency it doesn't really need it as badly, but using white for something with a dark border actual creates potential issues rather than preventing them.
The images below are examples of the shield images I use- the first 2 are from textures/entity the second 2 are from textures/entity/shield and the last is just an example of appropriate transparency coloring for models.
So, all I'm missing is a folder with the same stuff in it? And I don't mind late reply's, I can be patient, and I know people have other things to do than just help me, so no worries! So I can just make sure they're all the same size, and are the names as same as the others? (the banner textures I mean) I'm by no means lazy, just easily confused..
Edit: I noticed there was a shield folder in the wolfhound pack that I got the shield from, and put that folder in my entity folder (Not sure how I didn't notice that before, but hey, at least I found it!) And I got it to work! Thanks a ton for the help! Once I fully make sure everything is the best possible texture, I will drop the Google Drive link on here for anyone wanting it! (Not this post, just wherever it belongs, If I find it!
If you need to reach me, PM me on discord! @🐕Sand✨Starchild👑Fictionkin🐾#0057
Glad you finally got it working. If in the future you want to resolve your text issue I think the solution will be in researching mod-support texturing for forge and liteloader, if you can give them both the same custom font then you should eliminate the double-up. Good luck.