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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 Leaf color

    Make the leaves child model have "cube_all" as their parent or remove from your current (self-made) model on all faces the tintindex tag.

    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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