First, I had the path slightly wrong. Mod namespaces have the same file structure as the minecraft namespace, the path to bamboo is actually "assets\biomesoplenty\textures\blocks\bamboo.png."
Just having the files in the right spots with the same structure and names used in the mod should be enough to change the texture the same as in vanilla minecraft. There's no additional settings needed. If it's not working, check the names of your files and folders and make sure it's exactly right.
To find out a mod's asset's name and namespace, just open the mod's .jar file in a file explorer (i.e. windows explorer) or an archive program (e. g. 7zip) as if it were a .zip file, the first folder should be "assets", just like in minecraft and the folders in "assets" should be the namespaces the mod uses(most mods just have one namespace), from there it's set up the same as minecraft.
To have random mobs is pretty easy. In the main minecraft namespace of your resource pack you need another folder named "mcpatcher"(I should warn you that in optifine for 1.13 the mcpatcher folder has been renamed to "optifine," but if this is for 1.12 it still needs to be mcpatcher) in the mcpatcher folder, you need a folder called "mob". Think of this folder as a mirror of the "entity" folder in "minecraft\textures" i. e..that the textures here need to be in the same relative location as the counterpart in "entity","then simply put your additional mob textures in there with the same name as the base mob texture in the entity folder plus a number starting from 2.
For example if you want additional cows: the main cow texture is, "assets\minecraft\textures\entitiy\cow\cow.png
your additional cow textures should be at "assets\minecraft\mcpatcher\mob\cow\cow2.png," "cow3.png," and "cow4.png etc. optifine assumes the base cow texture in the entity folder is "cow1.png" which is why you start counting at 2.
Not all entity textures are in a sub-folder, for example chickens are at "~\textures\entity\chicken.png" so additional chickens start at "~\mcpatcher\mob\chicken2.png."this is what I mean by the files in "mob" mirroring the structure of "entity.
It's also possible to add a degree of control of your additional mob textures, such as setting some to only appear in certain biomes or change the rarity of some using an additional [MobName].properties file, but that might be beyond your needs.
There is a setting in options that might need to be turned on for random mobs to work ( I think it's under 'details' or 'quality' in the video settings, I don't remember, but I think it's on by default.
Changing the textures of a mod should work the same way as changing the textures in minecraft except instead of working within minecraft's namespace[assets\minecraft] you use the mod's namespace. For example if changing textures for Biomes o' Plenty, or specifically to change the bamboo texture in Biomes o' Plenty you put your texture in "assets\biomesoplenty\blocks\bamboo.png".
Perhaps I could be of more help if I knew what mod you were making your pack for and which texture you were trying to change.
to add random variations of mobs you need optifine. but if you've seen packs do this without optifine please point me to them I'd love to see how they did this.
This is because stone double slabs are set to use the stone block model. If you want to use a different model for stone double slabs. You need to make a model for it. I recommend copying stone.json from models/block and putting it in your resource pack and renaming it to something like stone_double_slab, then editing it to use the texture of your double slab. then copy stone_slab.json from blockstates and copying it into your resource pack, then edit it and change the fourth line to:
As a reminder, the Fish entities, dolphin, turtle, and turtle helmet still don't textures. as I am not skilled at biological entity texturing. I've spent a whole day trying to texture each of those things only to trash all my work at the end of the day because it was crap. As such The pack could use help on these from anyone willing to contribute.
Ah, I see it now, I'll try to fix it tomorrow. Thank you.
Also, I remind you Misa made the textures, All I'm doing is updating her pack for 1.13. and this problem lies within my translation of her base pack to 1.13. It's Misa's great work, I messed something up.
if there's a 1.13 version of the pack and they left the mcpatcher folder in it, try simply changing the name of that folder within the pack from 'mcpatcher' to 'optifine.'
try "connectBlocks=grass_block" instead of "connectTiles" you may need to add faces=top if using connectBlocks. Additionally, are you applying any CTM to the grass_top tile? such as random or repeat? because that will cause conflict with overlays.
That's your emerald??? Taking Glim's and calling it Misa's is worse than just replacing Misa's. That is not Okay. You're being generous, Glim, considering that emerald is animated the same way for Minecraft as the one in your pack, I find it hard to believe you chanced across the same stock image.
At any rate, I've put all those textures back to Misa's version:
Okay, after researching this issue I see now that the textures for the wooden sword (and golden sword) aren't actually Misa's.{*Sigh*, contributors please don't change Misa's textures away from her own in her own pack. Please make patches if you want to introduce your own improvements}
That said I've updated the pack again to restore Misa's Golden and wooden swords:
Are any more of Misa's actual textures not in use? I secretly replaced the wool in the pack with Misa's a few updates back because apparently someone decided they didn't like the color of some of them.
0
First, I had the path slightly wrong. Mod namespaces have the same file structure as the minecraft namespace, the path to bamboo is actually "assets\biomesoplenty\textures\blocks\bamboo.png."
Just having the files in the right spots with the same structure and names used in the mod should be enough to change the texture the same as in vanilla minecraft. There's no additional settings needed. If it's not working, check the names of your files and folders and make sure it's exactly right.
To find out a mod's asset's name and namespace, just open the mod's .jar file in a file explorer (i.e. windows explorer) or an archive program (e. g. 7zip) as if it were a .zip file, the first folder should be "assets", just like in minecraft and the folders in "assets" should be the namespaces the mod uses(most mods just have one namespace), from there it's set up the same as minecraft.
To have random mobs is pretty easy. In the main minecraft namespace of your resource pack you need another folder named "mcpatcher"(I should warn you that in optifine for 1.13 the mcpatcher folder has been renamed to "optifine," but if this is for 1.12 it still needs to be mcpatcher) in the mcpatcher folder, you need a folder called "mob". Think of this folder as a mirror of the "entity" folder in "minecraft\textures" i. e..that the textures here need to be in the same relative location as the counterpart in "entity","then simply put your additional mob textures in there with the same name as the base mob texture in the entity folder plus a number starting from 2.
For example if you want additional cows: the main cow texture is, "assets\minecraft\textures\entitiy\cow\cow.png
your additional cow textures should be at "assets\minecraft\mcpatcher\mob\cow\cow2.png," "cow3.png," and "cow4.png etc. optifine assumes the base cow texture in the entity folder is "cow1.png" which is why you start counting at 2.
Not all entity textures are in a sub-folder, for example chickens are at "~\textures\entity\chicken.png" so additional chickens start at "~\mcpatcher\mob\chicken2.png."this is what I mean by the files in "mob" mirroring the structure of "entity.
It's also possible to add a degree of control of your additional mob textures, such as setting some to only appear in certain biomes or change the rarity of some using an additional [MobName].properties file, but that might be beyond your needs.
There is a setting in options that might need to be turned on for random mobs to work ( I think it's under 'details' or 'quality' in the video settings, I don't remember, but I think it's on by default.
1
Changing the textures of a mod should work the same way as changing the textures in minecraft except instead of working within minecraft's namespace[assets\minecraft] you use the mod's namespace. For example if changing textures for Biomes o' Plenty, or specifically to change the bamboo texture in Biomes o' Plenty you put your texture in "assets\biomesoplenty\blocks\bamboo.png".
Perhaps I could be of more help if I knew what mod you were making your pack for and which texture you were trying to change.
to add random variations of mobs you need optifine. but if you've seen packs do this without optifine please point me to them I'd love to see how they did this.
0
This is because stone double slabs are set to use the stone block model. If you want to use a different model for stone double slabs. You need to make a model for it. I recommend copying stone.json from models/block and putting it in your resource pack and renaming it to something like stone_double_slab, then editing it to use the texture of your double slab. then copy stone_slab.json from blockstates and copying it into your resource pack, then edit it and change the fourth line to:
1
Incredible work!
5
Even though I just recently updated these, I've updated them again.
Added turtle texture(thanks Maxi!), added turtle helmet texture, updated scute texture, updated contributions text, Deleted redundant files(thanks Liam.) Downloads:
Download Misa updated v1.3.1 (81MB)
Added turtle variations for optifine(four common variations and four very rare variations):
Download Giam's Alternate Misa-style Patch 1.13 (26MB)
1
Yes, thank you.
Updated these two packs:
replaced Alex texture, fixed spruce stairs and re-added Misa's color properties, which got deleted somehow.
Download Misa updated v1.3.1 (85MB)
Download Giam's Alternate Misa-style Patch 1.13 (25MB)
As a reminder, the Fish entities, dolphin, turtle, and turtle helmet still don't textures. as I am not skilled at biological entity texturing. I've spent a whole day trying to texture each of those things only to trash all my work at the end of the day because it was crap. As such The pack could use help on these from anyone willing to contribute.
1
Ah, I see it now, I'll try to fix it tomorrow. Thank you.
Also, I remind you Misa made the textures, All I'm doing is updating her pack for 1.13. and this problem lies within my translation of her base pack to 1.13. It's Misa's great work, I messed something up.
0
I had a similar issue at one point, if you want to read what others suggested about it:
https://github.com/sp614x/optifine/issues/1780
0
Here's my propertes file for an overlay:
So, yours should look like:
"weight" and "layer" may not be necessary in your case
0
actually the texture is grass_block_top, the block is grass_block
1
if there's a 1.13 version of the pack and they left the mcpatcher folder in it, try simply changing the name of that folder within the pack from 'mcpatcher' to 'optifine.'
0
try "connectBlocks=grass_block" instead of "connectTiles" you may need to add faces=top if using connectBlocks. Additionally, are you applying any CTM to the grass_top tile? such as random or repeat? because that will cause conflict with overlays.
0
Going to n
Going to need more info than that. they look fine to me.
2
That's your emerald??? Taking Glim's and calling it Misa's is worse than just replacing Misa's. That is not Okay. You're being generous, Glim, considering that emerald is animated the same way for Minecraft as the one in your pack, I find it hard to believe you chanced across the same stock image.
At any rate, I've put all those textures back to Misa's version:
Download Misa updated v1.13.1 (85MB)
0
Indeed?
Okay, after researching this issue I see now that the textures for the wooden sword (and golden sword) aren't actually Misa's.{*Sigh*, contributors please don't change Misa's textures away from her own in her own pack. Please make patches if you want to introduce your own improvements}
That said I've updated the pack again to restore Misa's Golden and wooden swords:
Download Misa updated v1.13.1 (85MB)
Are any more of Misa's actual textures not in use? I secretly replaced the wool in the pack with Misa's a few updates back because apparently someone decided they didn't like the color of some of them.