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    posted a message on Spawn Egg Texture Replacement (CIT)?

    For anyone else searching how to have custom spawn egg textures (in Optifine), I've cracked it for 1.12.

    The new entity tags are a lot simpler than IDs used to be! I was also missing a couple of bits that are required now.


    Create one .properties file per texture, in assets\minecraft\mcpatcher\cit .

    Put this in it:

    type=item
    items=spawn_egg
    nbt.EntityTag.id=minecraft:blaze
    texture=spawn-blaze.png

    First line is mandatory.

    Second line is "Name" from the infobox on the spawn egg wiki page.

    Third line: Use "Entity ID" from the infobox on themob's wiki page (e.g. Blaze), or search the NBT tags here .

    Fourth line: whatever you've called your replacement texture file in assets\minecraft\mcpatcher\cit .


    Tags are case sensitive.

    Posted in: Resource Pack Help
  • 0

    posted a message on Spawn Egg Texture Replacement (CIT)?

    Necro'ing this thread a bit... has the above method changed for 1.12?

    It worked for 1.8. The only thing I've changed is switching from MCPatcher to Optifine.

    color.properties works (all eggs are white / grey), but they use the default textures. The replacement textures don't load any more.
    Started sticking different IDs in (like 383:65), no dice.

    Optifine docs don't show any changes to CIT either


    Thoughts?.

    Posted in: Resource Pack Help
  • 0

    posted a message on Spawn Egg Texture Replacement (CIT)?

    I'm not talking about changing the colors of spawn_egg.png and spawn_egg_overlay.png using MCPatcher's color.properties.

    I'm talking about replacing the texture entirely, using MCPatcher's CIT (Custom Item Textures) feature.

    I got this working in MCPatcher for 1.7 / 1.8, but references have changed, I believe... and I don't know if it can be done in Optifine.


    Up to now I make /cit/bat.png, then /cit/spawn-bat.properties containing:


    type=item
    items=383
    damage=65
    texture=spawn-bat

    First problem - MCPatcher isn't updated to 1.9/1.10, so I can't see if this works for the new mobs (polar bear, husk etc.)
    Second - Optifine does this a different way (or not at all) and I can't find documentation.


    It might all be Metadata based now, according to the Minecraft Wiki:



    The data value of a spawn egg has no effect; instead, the {EntityTag:{id:"<Savegame ID>"}} data tag is being used. For example, /give <playername> spawn_egg 1 0 {EntityTag:{id:Creeper}} would cause the spawn egg to create creepers.

    So is there a correct format for changing my .properties file to go by metadata?

    Posted in: Resource Pack Help
  • 0

    posted a message on CraftBoy PE [Ready for 0.14.0!]

    Found and fixed - try again!

    Posted in: MCPE: Texture Packs
  • 0

    posted a message on CraftBoy - The Game Boy themed RPs

    Updated for Minecraft 1.9!


    • All files optimised - the packs are more than 50% smaller!
    • Added 1.9 stuff - End blocks, Shulks, GUI elements...
    • Re-drew the weapon sprites
    • Kept you waiting, huh?

    Check the first post for updated download links!


    Quote from cooljerrid123»

    I'm not sure which of these is the correct color palette...I have a Gameboy, but I still can't see which color palette is right. Also where did the light green and gray color palette come from? The only color palette my Gameboy uses is the dark green one and I can't figure out how to change it. Anyways I would appreciate if you could tell me how to switch color palettes and make a dark green pack.


    There's no dark green pack right now.

    • The Green Pack is a lighter version of an Original GameBoy screen.
    • The Gray Pack resembles a Gameboy Pocket screen.
    • The Color Pack is based on the Game Boy Color's screen.

    I stopped updating the dark green pack because updating three resource packs took forever. I wasn't going to update four (five including Pocket Edition). Updates came out frequently, so I was updating packs a lot. I personally didn't like the dark green pack either (even though it was more accurate).


    The optimizations i've done now included sorting out all the color palettes, so I can copy sprites between packs faster.
    I could update the dark green "puke pack" if Minecraft updates remain slow...

    Quote from 9393andersson»

    I found this sound pack on planet minecraft. Its a 8-bit sound pack and it s works perfectly with this resourcepack. Check it out.

    Link:http://www.planetminecraft.com/texture_pack/retro-8-bit-records-sound-pack/



    I've been putting together an 8-bit GameBoy Sound Pack... but it's laborious and super boring.
    Been tinkering with it on-and-off for years.
    Good to know someone else is on the case!

    Posted in: Resource Packs
  • 0

    posted a message on CraftBoy PE [Ready for 0.14.0!]

    Pocket Edition & Windows 10 Edition RP updated for 0.14.0! (and 0.13.0)


    • Re-arranged the item and block grids
    • Added new blocks and items (droppers, camera, etc.)
    • Updated GUI
    • Added Windows 10 and Educational Edition logos

    1.14.0 came out before I could finish the 1.13.0 pack, so in case you missed it, that's now available too!

    Posted in: MCPE: Texture Packs
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    posted a message on CraftBoy PE [Ready for 0.14.0!]

    Updated for 0.10.5


    If anyone knows how those material files work, give me a little hint on how to make the skies green please!

    Posted in: MCPE: Texture Packs
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    posted a message on CraftBoy - The Game Boy themed RPs
    Well there's a fun toy...


    Packs updated for 1.8!


    • Added CTM Stained Glass
    • Updated Packed Ice and CTM Packed Ice textures
    • Color pack released (complete enough...)
    • Fixed CTM Bookcase
    • Fixed random rotations of blocks such as Sand
    • Made top of Command Block different to the sides
    • Added Alex
    • Added Armour Stand
    • Replaced Ladder texture
    If anyone knows the games these painting sprites are from, it might help in colouring them. I know the larger sepia pictures are Link's Awakening DX, but the tiny pictures and the Anime faces? No idea.

    Posted in: Resource Packs
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    posted a message on CraftBoy - The Game Boy themed RPs
    Thank you for the code help, ZeroLevels! I've got the bookcase corrected now. The documentation for MCpatcher is lacking in places. I didn't realise there'd be a demand for connected coloured glass, but i've taken your suggestion on board and semi-automated my process to get it done!
    a2937, sorry but ZeroLevels is right. I don't play Minecraft much myself nowadays, never mind with any mods. The backpack could be easy enough to add in. Is the Minimap mod not updated? I can't seem to find it. You might be able to get away with using the Super Mario mod and the grey Craftboy pack at the same time. If you think i'm converting those hundreds of Pixelmon, you must be joking!

    One more treat! There was mention of sound packs... making one by recording from gameboy emulators is very hard and so, so boring, you would not believe how boring. However, this link here will give you what I have so far!
    Posted in: Resource Packs
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    posted a message on CraftBoy PE [Ready for 0.14.0!]
    As long as credits given, and the pack's still free (can't charge for it due to Nintendo sprites) then I don't see why not!
    Posted in: MCPE: Texture Packs
  • 0

    posted a message on Resource Pack New Sounds
    In my WIP pack it's none of those!
    This is where my pig sound goes:
    .minecraft\resourcepacks\[name-of-folder-or-zip]\assets\minecraft\sounds\mob\pig\say1.ogg

    To figure out where sounds should go, open .minecraft\assets\indexes\[version].json in a text editor and look at the filepaths.
    Instead of using MP3, get a free program like Audacity and convert your audio to OGG files.

    Good luck!
    Posted in: Resource Pack Help
  • 0

    posted a message on CraftBoy PE [Ready for 0.14.0!]
    Updated for 0.9.5
    • ...Whatever updates happened between 0.8 and now! :Pig:
    Posted in: MCPE: Texture Packs
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    posted a message on CraftBoy - The Game Boy themed RPs
    Updated for 14w26b, which means it also works for 1.7.10!

    * Added Prismarine, Dark Prismarine & Polished Prismarine
    * Added Prismarine Shard & Prismarine Crystals
    * Added Sea Lantern
    * Added Guardian and Elder Guardian
    * Fixed errors in Packed Ice CTM
    * Fixed animation file for Wheat
    * Fixed Player Mob Head glitch (reverted to older-format Steve skin)
    * Added Wet Sponge
    * Updated Emerald Block
    * Updated Witch
    * Updated Command Block Minecart
    * Updated Leather Armour to match new format
    * Updated Spawn Egg to match new format
    * Updated Fireworks Charge to match new format

    The colour pack is a lot further along than it was. Working on it's GUI at the moment!

    Posted in: Resource Packs
  • 0

    posted a message on CraftBoy - The Game Boy themed RPs
    The Color pack is half done. I don't like the look of it, but i'm making an effort to get it up to date to release, so even if I don't go any further on it, you and others have got something to work with.

    Not sure what the official palette is for Game Boy Color games - i've just been taking screenshots with VisualBoyAdvance and using the colours from those. I know the rule is 4 colours per 8x8 tile (3 if it's a sprite, as the 4th colour is transparency), but i've already cheated and used more colours than that on a few blocks.

    The Gray and Green packs are 99% up to date: I've been waiting for 1.8 to be released, but it's taking it's sweet time.

    Finally, ImageShack is no longer free, so i'm finding somewhere else to host the images in this thread.

    TL;DR: Yes, busy... soon!
    Posted in: Resource Packs
  • 0

    posted a message on CraftBoy - The Game Boy themed RPs
    Thanks for the review, i'm glad you like it! I've taken some of those flaws into account (see changes below). The vines, leaves and other decorative pieces are fixed by using MCPatcher: The sunrise, enchantments etc. can't be fixed at all yet.

    Life's got busy here, but the packs are now updated for 14w11b!
    • Added Granite, Andesite and Diorite
    • Added Polished Granite, Polished Andesite and Polished Diorite
    • Added Slime block
    • Steve skin updated to new format
    • Added Endermite
    • Added Barrier item
    • Added Iron Trapdoor
    • Altered Wooden Trapdoor
    • New Command Block texture (based on Pokemon PC)
    • De-cluttered Soul Sand and Podzol
    • Darkened Nether Brick
    • Changed Lava
    • Made Flowing Water/Lava match Still Water/Lava (but animation now looks a little strange)
    • Added Difficulty lock icon

    I have dabbled in making a Craftboy Color pack, but the authentic colours hurt my eyes... no plans for custom block models, as the Game Boy was never a polygon-pushing machine (I don't think it could push ANY)!
    Posted in: Resource Packs
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