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    posted a message on Create Threads with Appropriate Information

    I have helped this part of the Forum for many years, and some things I have had to repeat because some people didn't know or assumed we don't need to know more than they think is absolutely necessary. I wanted to create this guide to link to, so I don't need to reformulate it every time, which happens like every 2 months.


    Table of Contents

    • Basic Knowledge

    • Baseline Information

    • Look-up Table

    • Editors and Encoding

    • Indexes and Objects


    Basic Knowledge

    The basic knowledge we expect you to know is the so-called "Wikipedia Knowledge" of Resource Packs, no tutorials, no framework that does it for you.

    It already explains what you need to know to make a pack with all the freedom you can have, where frameworks might limit you, and leave you to fight for yourself if you encounter a problem.

    The basic knowledge for your specific situation should be: Create a Resource Pack, Languages, Blockstates, Models (Block, Item), Sounds (sounds.json), Textures (Particles, Font), Shaders (Wiki, Pioneer)


    Baseline Information

    The least amount of Information your Thread should have in its first post are files pertaining to your problem.

    If it's the block/item model, then the block model (and blockstates) or the item model, together with file path starting at the namespace of your pack. (large code blocks preferably embedded in a spoiler)

    If it's the language, then the language file, the file path. (and the pack.mcmeta for custom languages)

    If it's the sounds, then the sound file paths and the sounds.json file.

    If it's the textures, then the texture in question, the file path, and the program you used to create it.

    If it's the shaders, maybe the code? I can't really tell what to do there, because no one in this Forum knows anything about shaders. (and my knowledge is insignificant)

    Some people will also ask for the session log, which can be directly read in the launcher settings → checkbox for output log, or the latest.txt file found in .minecraft/logs/ where the .log.gz files can be opened like normal .zip files.

    You can add screenshots of the problem, but...

    Don't-Do:

    • Screenshots of the file being displayed in the editor,

    • make anyone who wants to help have to download your pack first (except as further elaboration aid),

    But you can remove unnecessary details, such as the name of your computer, the name of your windows profile written all over the log files (preferably replace it with "[redacted]"), your desktop and wallpaper.


    Look-up Table

    They're everywhere, in the wiki, in the optifine documentation, the vanilla shader documentation, but not for resource pack folder structures and files.

    Well, not an official one, as that would be redistribution of game assets, that Mojang has imbued into their Terms of Service.

    But you can find the table yourself, go to .minecraft/versions/, pick your version, and extract the assets/ folder, from the version's .jar file that can be opened like a .zip file, into the version folder outside the .jar file. (see picture below)

    There, you can look up everything that a resource pack can change for that version, and possibly make your pack cross-version compatible.

    If you want to go a step further, you can revoke your folder permissions to the assets/ folder and every folder below it.


    Editors and Encoding

    There're some editors for images and texts that should not be used because they encode the text in an unusable format, or don't support transparency.

    For texts, better to use coding programs specially made for programmers, like Visual Studio Code, or a more lightweight Notepad++.

    They both are free and can encode in UTF-8 without BOM, because BOM is put as the first most letter in any windows related text file, which can break the JSON format, as no letter is allowed to exist outside the root curly brackets {}.

    For image editing software, Paint.NET, GIMP, or Krita can be recommended, they can work with pixel artwork and support transparency.

    Software like Adobe Photoshop are less for minecraft textures and more for bigger projects, like a skybox texture.

    The window's default text editor and image editors just don't cut it. They can't encode in anything but UTF-8 with BOM and PNG without transparency.


    Indexes and Objects

    Minecraft has some files that're not directly accessible, like the aforementioned look-up table, they've to be dug up one by one from the .minecraft/assets/ folder, where the game can access them much faster.

    In the indexes/ folder, open the version of your choice, and with Ctrl+F, you can search for file names, such as the German language with "de_de.json", the enderdragon death sound with "enderdragon/end.ogg", and the panorama textures 0 to 5 with "panorama_#.png".

    The files have a common convention, the identifier is the file path starting in the namespace for a resource pack, where pack.mcmeta and the assets/ folder are, the object then contains the hash and the (file?) size. (in bits?)

    The first two letters of the hash describe the folder name inside the objects/ folder, and the hash is the file name.

    The file can then be copied to the desktop or preferably the look-up table, and rename it back to its original file name with its correct file extension, after which it can then be opened like any text/sound/texture file in their respective file viewer.

    Posted in: Resource Pack Help
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    posted a message on Custom Brewing Stand Coil in GUI (slight animation)

    I believe you will need to mod the game to do this, not even optifine will be able to help you in this one, you will need to mod that specific thing to make it look like what you want to do.

    Posted in: Resource Pack Help
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    posted a message on Scoreboard Resource pack

    They probably added a glyph texture and used the "font" attribute in the JSON text object.

    For example: {"text":"abcdefghijklmnopqrstuvwxyz","font":"font/unicode_page_2b"}

    However, I don't know how to address specific letters.

    Posted in: Resource Pack Help
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    posted a message on Changing mob AI/behaviour

    Data Packs can not even do this. I mean, change the behavior of mobs.

    The data pack will use armor stands instead, and every little thing has to be defined in it, nothing like random movement can be coded, like a mod would be able to by copying code from other mobs.

    But if you want a theme park "zoo" with animatronic animals, then a data pack may be the cheapest option.



    I personally would like to change the target of mobs with tags like {Target=[{"selector":"@e[type=zombie,team=red,limit=1]"},{"position":[20, 50, 20]}],Memories:[{"target"="//the UUID of that team red zombie//"}]} but it isn't in the game yet.

    Posted in: Resource Pack Help
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    posted a message on I made my first ever custom mob!... but now my second one isn't working.

    You should look into the file with a text editor, I recommend Notepad++ and see where it tries to look for the texture.

    Posted in: Resource Pack Help
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    posted a message on Randomized Textures for Directional Blocks (ex.glazed terracotta/jack o lantern)

    For that, you would need to remove the top face of your block models and make a new block model where only the top side is visible.

    Now, you need to make some more models, each only referencing one texture and the top-side model as its parent.

    Now, the blockstates file needs to be restructured into a multipart model; the top-side models get each 4 entries with their 4 rotations without specifying any conditions.

    The other models, where you removed the top-side, now can be put each as an entry with their own facing condition.

    I think this way if you feel like the bottom side can also be randomized, you would simply need to remove the bottom side of the directional block model and add a bottom face to the randomized top side.

    Posted in: Resource Pack Help
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    posted a message on Randomized Textures for Directional Blocks (ex.glazed terracotta/jack o lantern)

    I get it, you want to place models based on direction, but anything else you want on the model to be randomized, like a single face being randomized?

    Posted in: Resource Pack Help
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    posted a message on Does anyone know if these are used in game?

    1. is used as the background of the regular hearts.

    2. is the regenerating heart and the background of them in a different game mode. (I found these hearts in-game only once

    3. is the golden hearts and the regular hearts of the other game mode. and IDK when that was lol)

    4. is the wither effect hearts.

    5. is the hunger bar background.

    6. is the hunger bar.

    7. is the hunger bar with the hunger effect.

    8. is the hardcore heart's background.

    9. is the hardcore hearts.

    10. is the hardcore golden hearts.

    11. is the hardcore hearts with the wither effect.

    Posted in: Resource Pack Help
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    posted a message on Adding descriptions to items

    You would need to modify the game or spawn the item with a command to add a description to the item.

    The modification option is of course the better option because it's the only thing that will also work on servers.

    /give @p minecraft:waxed_copper_block{display:{Lore:['{"translate":"block.minecraft.waxed_copper_block.desc","color":"gray","italic":false}']}}
    Posted in: Resource Pack Help
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    posted a message on Changing particle location(s) on blocks

    There is no way of doing this.

    You would need to modify the game to change the location of the particles spawn point, but even then it is only client-side.

    Once you join a server, the server tells the client where the particle is spawning and what properties it has.

    Posted in: Resource Pack Help
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