I came up with idea of damage overlays for mobs, just like we have now for Iron golems.
I really would like to make something like zombies gets bloodier with every hit and stuff.
So I thought I might use the scheme of Iron golem, but I can't figure out how it works, because all I could find is 3 damage overlays for golem in "textures" folder and I don't know how the game applies these for Golem's initial texture when it's gets damaged.
I came up with idea of damage overlays for mobs, just like we have now for Iron golems.
I really would like to make something like zombies gets bloodier with every hit and stuff.
So I thought I might use the scheme of Iron golem, but I can't figure out how it works, because all I could find is 3 damage overlays for golem in "textures" folder and I don't know how the game applies these for Golem's initial texture when it's gets damaged.
I need help with that.
I love how optimistic people are in thinking of cool stuff like this. The creativity of this community never ceases to amaze me.
Sadly, Mojang doesn't add systems that facilitate creative stuff like this. They add edge cases where they want to be creative and nowhere else. In other words, this only works on the Iron Golem because Mojang only wanted it to work on the iron golem. There's no way in vanilla Minecraft to add it to other mobs.
Fortunately Optifine DOES allow for this. Because Optifine is awesome. You'll want to set up a "random entities" set for whatever mob you're working with, but the create an accompanying .properties file that will change the variants from random to being based on the "health" parameter. It's a bit advanced but if you're well versed in how Resource Packs work you shouldn't have much difficulty figuring it out.
And if you do have problems, feel free to post another thread asking for help. The Optifine docs are pretty thorough with explaining things, but they are pretty dry and technical. Not exactly an easy read. So if you need further help, don't hesitate to create a new thread for it, and include all of your relevant files so that we can see what you've done and in so doing hopefully figure out what needs fixed.
I came up with idea of damage overlays for mobs, just like we have now for Iron golems.
I really would like to make something like zombies gets bloodier with every hit and stuff.
So I thought I might use the scheme of Iron golem, but I can't figure out how it works, because all I could find is 3 damage overlays for golem in "textures" folder and I don't know how the game applies these for Golem's initial texture when it's gets damaged.
I need help with that.
Any idea of how this should apply to any mobs?
I don't think Optifine is able to do this, too.
Meow~
#F5F8FB
KittenKatja ♥
I love how optimistic people are in thinking of cool stuff like this. The creativity of this community never ceases to amaze me.
Sadly, Mojang doesn't add systems that facilitate creative stuff like this. They add edge cases where they want to be creative and nowhere else. In other words, this only works on the Iron Golem because Mojang only wanted it to work on the iron golem. There's no way in vanilla Minecraft to add it to other mobs.
Fortunately Optifine DOES allow for this. Because Optifine is awesome. You'll want to set up a "random entities" set for whatever mob you're working with, but the create an accompanying .properties file that will change the variants from random to being based on the "health" parameter. It's a bit advanced but if you're well versed in how Resource Packs work you shouldn't have much difficulty figuring it out.
And if you do have problems, feel free to post another thread asking for help. The Optifine docs are pretty thorough with explaining things, but they are pretty dry and technical. Not exactly an easy read. So if you need further help, don't hesitate to create a new thread for it, and include all of your relevant files so that we can see what you've done and in so doing hopefully figure out what needs fixed.
I hope that helps you.
Thank you very much for your reply, it greatly helped me, I now starting to learn how to tell the game which texture to use