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  • View MinerRuler's Profile

    1

    Feb 23, 2017
    MinerRuler posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    I don't know if someone else have the same issue, but after use the sun blessing's power when hold shift the light particles stay still.


    Thanks! Awesome mod.

    Posted in: Minecraft Mods
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  • View markacashion's Profile

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    Apr 16, 2014
    markacashion posted a message on The All-Inclusive UPDATED Guide to Texturing
    The All-Inclusive Guide to Texturing [Version 2]
    Everything you wanted to know about making textures for Minecraft, explained here

    If you are here, then you are here to either:
    1) Learn about how to make a Texture/Resource Pack
    2) Learn how the texturing system in Minecraft works
    3) OR came from Steelfeathers's old Texturing Guide page


    IF YOU WANT TO KEEP UP TO DATE WITH EVERYTHING REGARDING RESOURCE PACKS, THEN GO HERE: Click Here

    This post will included an updated version of everything from Steelfeathers's Guide, and will have more stuff too. It will include also everything that deals with the Texturing System that wasn't in Steelfeathers's Guide and more.
    So basically, it's an updated version

    NOTE: This guide will (for the most part) be updated to the most RECENT version of Minecraft. It might include information about previous versions of Minecraft, but it might not be the correct way to create a pack in your selected version of Minecraft. If you need help in your version of Minecraft (that is after 1.5) then just ask for help.

    Steelfeathers's old guide is available by clicking the link below. It still works for Minecraft versions before 1.5.

    Steelfeathers's "The All-Inclusive Guide to Texturing".

    Note: Do you see a problem with this guide or see incorrect information? PLEASE post it in the comment section, with an example on how I should change it, and I will change it.
    Note: I do know some sections are missing, not complete, or not started. If you would like to help and contriubte then post in the comment section the section you want to edit and the information for that section, and I'll add it.
    Note: If you see this:
    Need help with this section!
    then it means I need help.
    Any and all help will be appreciated for those following sections. Just post a comment saying which section(s) you want to help with and post the information. If it's good and helpful, then I'll add it.
    Any and ALL feedback (good or bad) is appreciated!
    'Special Thanks' and 'Why I Decided to Update Steelfeathers' Guide'

    ---Table of Contents---
    1. Introduction
    1.1 The World of Texturing
    1.2 Texturing Possiblities
    1.3 Technical Information
    1.4 FAQ
    1.5 Locating/Extracting/Packaging Textures

    2. Getting Started
    2.1 Explanation of all of Minecraft's textures
    2.2 Derivative Textures
    2.3 Texture Wrapping
    2.4 Editing Programs

    3. Making the Textures
    3.1 Shading
    3.2 Tiling
    3.3 Other Texturing Techniques
    3.4 Making Animated Textures
    3.5 Special Animated Textures
    3.6 texture.png.mcmeta

    4. Advanced Texturing Topics
    4.1 Style
    4.2 Theme
    4.3 Biome Shading
    4.4 Rain and Snow
    4.5 Font
    4.6 Clouds
    4.7 Enchantment Glint
    4.8 Universal Ore Color Scheme Idea
    4.9 ColorBlindness and how it affects Texture Packs

    5. Optifine/MCPatcher, Shaders, and Mod Support
    5.1 MCPatcher
    5.2 Optifine
    5.3 Shaders
    5.4 Mod Support

    6. Expanding on the Resource Pack Features
    6.1 Custom Languages
    6.2 pack.mcmeta
    6.3 Custom Block/Item Models
    6.4Vanilla Shaders

    7. Creating your Resource Pack's Page
    7.1 General Ideas
    7.2 Anti-Piracy Ideas



    ---------Introduction---------

    Welcome to the world of possibilities. Welcome to the world of Texturing/Resource Packs.

    This guide is to serve as a quick reference that helps answer any and all questions you may have about texturing, from the simple mundane questions to the most complex questions ever. If you have any questions or have something that you want to add to this guide to make it more complete, please feel free to leave a comment.

    Are you completely new to this world of possibilities, called Texture Packs or Resource Pack? Then the sections below will help explain to you everything about Texture/Resource Pack.

    What is a Texture Pack?

    A texture pack is a zip file containing a series of special images that can be used by Minecraft to change the appearance of almost every aspect of the game, from blocks and water to weapons and mobs.

    The core of a texture pack is a series of images in the folder /blocks. This folder has all the images that are the block's texture. These images determines how the blocks that make up the majority of the Minecraft world look. Almost all texture packs you will find have edited the images in this folder. Some texture packs, however, only edit mobs or items, and are called 'Mob packs' and 'Item packs,' respectively.

    What is a Resource Pack?

    A resource pack is, basically, the same as a texture pack. The only difference is that a resource pack has the ability to change more things in Minecraft. A resource pack can do the same thing a texture pack can do, but the resource pack can also change, add, and/or remove sounds, block models(for 1.8+), and item models(for 1.9+). It can also change existing languages or even add new languages into Minecraft.

    Technically, resource pack have completely replaced texture packs ever since Minecraft version 1.5.

    In this tutorial, resource packs and texture packs are referring to Resource Packs.

    Back to Top



    What is possible in a Resource Pack?

    The possible things you can do in resource packs can be a lot of stuff. The stuff you can do in resource packs with MCPatcher, Optifine, and Shaders become also endless, if not infinite.

    Back to Top


    Technical Basics

    I'm ready to create a resource pack, but how does everything work? Well, in the world of Minecraft everything has this 'old school' look to it. Unlike most of today's video games, Minecraft's graphics are simplistic and pixelated. Let's take a look at why that is:

    A side dirt texture, broken down into its pixels

    Here is an example of a common Minecraft block texture. As you can see, this block is 16 pixels wide by 16 pixels high. This is what is referred to as 16x resolution. A texture pack where all the block textures are 16 pixels wide is called a 16x pack. Here's what a 16x texture looks like at it's normal size:

    A 16 pixel by 16 pixel block

    Pretty tiny, right? The default Minecraft textures are created from blocks with only 256 pixels each in order to reduce the amount of memory your computer needs to devote to running the game, allowing you to have nearly infinite worlds. With 16x textures, the game only has to render 256 pixels per block. This gives most operating systems a significant speed boost.

    If, however, you are not a fan of the small space provided by 16x textures, it is possible to increase the size of the texture file in order to have more pixels per block to work with. Here is that same dirt block, only now its size has been increased by 200% so that it is 32 pixels wide instead of only 16 pixels wide:

    A 32 pixel by 32 pixel block

    This increase in block dimension allows you to put much more detail into your textures. Here is an example of a detailed 32x side dirt block, taken from Vattic's Faithful pack.

    Doubling the number of pixels makes a big difference

    Because of the wide-spread desire to bring more detail into Minecraft textures, there are many different HD resolution packs. The defining characteristic of all HD packs is that their blocks are more than 16 pixels wide. The most common HD resolutions are 32x (200%), 64x (400%), 128x (800%), 256x (1600%), and 512x (3200%). Although it is possible to have blocks that are 43 pixels wide or 15 pixels wide, there are many downsides to increasing or decreasing the size of a block to unusual resolutions, which will be touched on later.

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    F.A.Q:
    • 'How do I make an HD pack? Do I need a template?'
    • Although there are many templates available, the process of creating the base for an HD pack is so simple that there is no reason to rely on templates. Just follow these three easy steps:
      1. Open the texture file you want to edit in an image editing program. (Where do I find the texture files?)
      2. Go to 'resize image'.
      3. Resize the image to 200% (for 32x), 400% (for 64x), 800% (128x), 1600% (256x), or 3200% (512x). Make sure the box that says and 'Preserve hard edges/nearest neighbor' is checked! This will keep the image from becoming blurry. Also, do not attempt to resize beyond 3200%-- Minecraft cannot run textures larger than 512x (unless you have a Quantum Supercomputer that has a virtual world malignant artificial intelligence known as X.A.N.A inside of it). (Any one get the reference?)
    • 'Great! Now I'm going to go make a hyper-realistic 512x pack!'
    • Before you run off on your grand texturing adventure, keep in mind that the more pixels Minecraft has to load, the more memory it will take to play the game. The best advice here is to know your operating system. If you have a top-of-the-line, cutting edge super computer, you probably won't have any trouble using that 512x pack to your heart's content. If, on the other hand, you're still using that boxy desktop you got back in 1998, be aware that trying to run your 512x masterpiece may cause extreme lag and/or crash the game.
    • 'I have a really slow computer. Should I try making each block only one color to reduce lag?'
    • No matter how many or how few colors you use in your texture pack, if the underlying blocks are still 16 pixels wide Minecraft will still have to load 256 pixels for each block. Or, in other words, how smooth or how grainy a texture pack is has no effect on the performance of the game. The only way to reduce the lag caused by the texture files is to resize it to less than 16x!
    • 'Okay then, I'll reduce the texture files to 8x. But I really like having realistic water, so I'll make a 512x water animation! (How do I make water animations?)
    • Beware! Animations are even bigger memory hogs than the texture files! The best way to reduce lag is to have no animations. Barring that, make sure the resolution of your animations is no greater than the resolution of your pack, i.e. have 16x animations for a 16x pack to limit the amount of lag they cause.

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    Finding the texture files

    The first hurdle all beginning texture pack makers have to overcome is actually finding the files they want to edit. For those new to the Minecraft world (or to computers in general) this may seem like a daunting task. But with the aid of a simple program and a few short steps, the process is actually ridiculously easy. Never fear! It will become routine in no time.

    Instructions
    (1) Go to your .mincraft folder

    (2) Go into the 'versions' folder

    (3) Go into the folder of the version you wish to edit (most recent is best)

    (4) Open the .jar with an archive manager, select the 'assets' folder, and pack.png *(outdated, kept for legacy support)*

    (5) Create a folder somewhere handy, such as the documents folder, and drag the selected items from the .jar into this folder

    (6) Create a folder in the' resourcepacks' folder, make a blank 'assets' folder, pack.png, and a blank pack.mcmeta (explained more here) file inside of this folder. If you've done it right, it will now show up in-game

    (7) Inside of your pack's assets folder, make a 'minecraft' folder, and then the folders that contain the things you want to edit. Most packs will only need ./assets/minecraft/textures

    (8) Continue mimicking the structure of the template you extracted until you have the location where you can edit the file. Copy over the file you wish to edit, and then edit it. You may also use the name for reference and make a new file instead (or, copy another file and give it that name). If you end up not changing a file, remember to delete it from your pack!

    (9) If you're in-game, using a pack folder, and make a file change, press F3+T to reload to see the change.

    Are you done editing you texture pack and want to give out to the world for people and players to use?
    Here is how you turn your folder into a zip file.

    How to create a resource pack zip file
    Instructions
    (1) Go to the base of your pack folder (where you can see the assets folder and pack.mcmeta) and zip everything in here. Move the .zip to your resourcepacks folder, if done correctly it will work.

    Warning: Only include files in your pack that you have changed. Including vanilla files is not only not needed (as the game will happily use vanilla assets), it adds bloat (definitely do not include vanilla files!!!) and is a bad practice in 1.7+, as it breaks ''pack stacking'' ability, because assets won't be missing in your pack to be filled in by other packs.
    Warning 2: Also adding vanilla files breaks International Copyright laws. So best not to add anything that you did not make!

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    ---------Getting Started---------

    ''I have an idea for a resource pack, but I have no idea how to make one!''

    Don't worry, you're not alone. We've all been there at one point or another. So take a deep breath, relax, and read over the following sections to see where to get started on your artistic journey, into the World of Possibilities.


    We are going to go throught this folder by folder so lets start.

    In the base of your new pack, we have 3 items: the pack.png, the pack.mcmeta, and the /assets folder.

    The pack.png is a .png image that is used as an icon for the resource pack in the resource pack selection menu.

    The pack.mcmeta is the file that tells Minecraft ''this is a resource pack.'' The default pack.mcmeta is very cluttered, so it is advised you use this template when creating your texture pack.

    {
    "pack": {
    "pack_format": 1,
    "description": "-Insert a description, example \"By Bob version 1.13.2\""
    }
    }




    Change the "description" line to change your pack's description. The description is mapped onto two lines below your pack's name. Each line cannot be more than 32 characters in length. Extra characters on the first line will overflow to the second line, however you can force a new line with the code "\n". Any text past 64 characters will not be used. As well, any quotation marks will need to be "escaped" by typing a backslash (\) before it.

    The other lines in the default pack.mcmeta are for the many languages added in the game. *(outdated, kept for legacy support)*

    You can include new languages by adding the appropriate lines to your pack.mcmeta.

    (More explanation about the pack.mcmeta)

    First we have the /assets folder which holds everything that deals with Textures inside it. Inside this folder there is a single folder, /minecraft. This is Minecraft's "namespace". Most mods will have their own "namespace" folder that contains the mod's resources, such as /nei for the NEI mod.

    Next we have the /minecraft folder. In this folder we have all of Minecraft's textures

    After that we have a lot of folders. I'll explain what each one does.


    First, we have the /blockstates folder (Added in 1.8). Inside the folder we have multiple .JSON files that help determine what model to use when the a block has a certain blockstate (like if a jukebox has a record in it or not).

    Second, we have the /font folder. Inside the folder we have a .bin file call 'glyph_sizes'. This file controls the unicode font spacing. Just leave this alone.

    Third, we have the /lang folder. Inside it will have a .lang folder. Inside it will be the file "en_US". This is the default language. Other languages can also be placed into this folder. Custom languages will be placed here too. (Custom Languages are here)

    Third, we have the /models folder (Added in 1.8). This folder and the /blockstates folder are used to create the Block & Item models. More information about Custom Model can be found here.

    Fourth, we have the /shaders folder. Inside the folder there are multiple .json and .fsh file which are to help
    render the shaders in-game. To change the shaders, you can press F4 or you click on the 'Super Secret Settings...' button in the 'Options' menu (removed in 1.9). These shaders are the same as for example the GLSL shaders, but they are just an extremely limited implementation of shaders. More information about the Vanilla Shaders are listed here.

    Fifth, we have the /texts folder. Inside the folder there are three .txt files which are for the credits, the main menu splash messages, and the End Poem.

    The Sixth and last folder we have is the /textures folder. This folder holds all of the textures inside it.

    Inside the /texture folder we have multiple folders. Each folder is detail below:

    Blocks (named "block" in 1.13):
    Inside the /blocks folder we have all the Block textures in Minecraft. Here is an explanation of what texture are what.

    Click here for the complete list of Block textures (1.12-)
    Click here for the complete list of Block textures (1.13+)

    Colormap:
    Inside the /colormap folder, we have the foliage.png and grass.png. Each one helps determine the Leaves, Grass, Plants, and other Biome Shading dependent blocks/textures Biome Color.
    The foliage.png image is applied to all leave types(expect Spruce and Birch leaves) and to vines.
    The grass.png image is applied to the top of Grass blocks, the side of Grass blocks(if on Fancy), Grass(plant), Fern, Double Tallgrass, Large Fern, and Reeds.
    (More info about the colormaps and Biome Shading, in the Biome Shading Section)

    Effect:
    This folder contains the dither.png. This is applied to some of the in-game Shaders.

    Entity:
    This folder contains all the textures for all the entities in Minecraft.

    Click here for the complete list of all of the Entity textures

    Here are links to the mobs texture layouts:
    "Armor Stand Template" by kwerti
    "Mob Skin Templates" by robothacker (some layouts MIGHT be outdated or not included)
    "Guardian Texture Template" by Ringoster
    "Rabbit Texture Template" by Meringue
    "Endermite Texture Template" by ThePiDay (Also can be found here)
    "Alex" by ThePiDay (Also can be found here)
    "Chest Template" by Ajalexd (It's for a 32x32 pack, but can be scaled to the resolution that you want it to be)

    Mob Texture Layouts Coming Soon!

    Environment:
    Inside this folder, has all of the Environmental textures of Minecraft.
    clouds - The Clouds texture (more info here)
    end_sky - They sky texture for the 'The End' dimension
    moon_phases - The texture that has all the phases of the Moon (First moon phase is at the top left and the last moon phase is at the bottom right, it's read from left to right, up to down).
    rain - The Rain texture (more info here)
    snow - The Snow texture (more info here)
    sun - The Sun texture

    Font:
    Coming Soon!

    Gui:
    Inside this folder, has all the GUI & menu textures.
    MinecraftForum user, Cycloneblaze, has made a Guide that already explains all the textures in the GUI folder, and even includes reference images too. His Guide to the GUI's are here.
    Cycloneblaze created an updated version of his GUIde page(mainly for 1.8+) which can be found here.

    Items (named "item" in 1.13):
    Inside this folder, has all the Item textures in Minecraft.

    Click here for the complete list of all of the Item textures (1.12-)
    Click here for the complete list of all of the Item textures (1.13+)
    Map:
    Inside this folder, has all the Map textures.
    map_background - The background for the map
    map_icons - The icons for the map

    Misc:
    Inside this folder, has some random textures that are used by Minecraft.
    enchanted_item_glint - Used when an item is enchanted. Also applied to special items. For more info click here.
    forcefield - Used for the for the World Border. It's greyscaled so that it can be colored later in-game. Will turn red when the World Border is shrinking, green when it's expanding, & blue when it's not moving. The texture will be tiled & move up & to the left in-game.
    pumpkin_blur - The Overlay used when the player has a Pumpkin on their head.
    shadow - Used for the shadows of items, player, & mobs.
    underwater - The Overlay used when the player is underwater.
    unknown_pack - Used when the client can't determine find the pack?
    unknown_server - Used when the client doesn't receive a server icon from the server(The default Server Icon)
    vignette - The Overlay used when on Fancy Graphics. It creates a Vignette on the screen. This turns red when you're in with the Warning distance of the World Border(The default Warning Distance is 5 blocks). The brighter the area, the more darker that area will be on the screen


    Models:
    Inside this folder has another folder called '/armor' which inside contains all of the armor textures.
    chainmail_layer_1 - Chainmail Helmet, Boots, and Chestplate
    chainmail_layer_2 - Chainmail leggings
    diamond_layer_1 - Diamond Helmet, Boots, and Chestplate
    diamond_layer_2 - Diamond Leggings
    gold_layer_1 - Gold Helmet, Boots, and Chestplate
    gold_layer_2 - Gold Leggings
    iron_layer_1 - Iron Helmet, Boots, and Chestplate
    iron_layer_2 - Iron Leggings
    leather_layer_1 - Leather Helmet, Boots, and Chestplate; Grayscaled so it can be dyed in-game
    leather_layer_1_overlay - Will be applied OVER the Leather grayscale layer, the part of the armor that can't be dyed
    leather_layer_2 - Leather Leggings; Grayscaled so it can be dyed in-game
    leather_layer_2_overlay - Will be applied OVER the Leather grayscale layer, the part of the armor that can't be dyed

    MinecraftForum user, Sn0w, has created a Tutorial Video on the Armor models. The video can be found .

    Painting:
    This folder contains a single .png image which has all the possible paintings in the game. The file is called 'paintings_kristoffer_zetterstrand.png'

    Particle:
    Inside here, there are all the Particle textures.
    footprint - The texture for the footprint particle (doesn't show up naturally in-game, but it can be spawned in using the '/particle' command in 1.8+)
    particles - A texture sheet containing all the particles

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    Derivative Textures

    One of the questions frequently asked by new texture pack artists is, ''Where is the oak fence/stair/wooden pressure plate texture, and how do I edit it?''

    The answer to this question is two-fold:

    First and foremost, there are no stand-alone textures for fences, stairs, half slabs, or pressure plates. These items are are made from derivative textures-- they have no separate file all to themselves, but instead are made from the texture of another block.

    Let's use the texture for oak wooden planks as an example. As every Minecrafter knows, planks can be crafted into oak stairs, oak slabs, oak pressure plates, and oak fences. As shown in the image below, the oak plank texture found in the /blocks ('/block' in 1.13+) folder is recycled to make each of these items. They themselves do not have unique textures, but are rather pieced together from the oak plank texture, which is 'wrapped' around the model. Let's take a look:

    This principle also applies to cobble stairs/slabs, nether brick stairs/fences, and stone brick stairs/slabs, which take their textures from cobblestone, nether brick, and stone brick from their respective textures, respectively. Except for smooth stone slabs, every derivative item uses derivative textures. The image below shows this process for stone plates, buttons, and levers. As you can see from the image, the lever takes its base from the cobble used in its crafting recipe.

    Although it is not possible to directly edit the textures on these items without changing the models, they can be indirectly edited by changing the texture from which they are made. To observe how the textures fold around the items, let's first take the wooden plank and make a 2px wide line down it's center:

    With this red line serving as a guide, we are now able to observe exactly how the square textures are pieced together into complex 3D shapes:

    From looking at the top image, it's clear that the center post of the fence is made from a 4px wide vertical strip taken from the center of the texture (this is true for nether brick fences as well). This means that in order to have a clean vertical fence post, you would need to have a 4px wide vertical wood grain texture running down the center of the planks. From looking at B, you can also see that each step of the stairs is 8px high-- in order to avoid having a joint between the planks land on or near the edge of the step, be sure to keep this 8px spacing in mind.

    But fences and pressure plates are not the only items guilty of borrowing textures-- many blocks in the /blocks folder also share textures with each other, and some even reuse parts of their own textures to fill in their 3D models.

    First let's take a look at an example of texture sharing between different blocks:

    Furnaces, droppers and dispensers share sides and tops

    As you can see from the image above, the furnace side texture and the furnace top texture are shared between the lit furnace, unlit furnace, dropper, and dispenser. This can sometimes cause the furnace or dispenser to appear strange if careful planning is not done in advance to ensure that the side/top texture is not too dissimilar from the furnace/dispenser texture.

    Another common question sometimes asked by first-time texture artists is, ''Where do I find the texture for the side of the door?''

    The answer to this is very similar to the one above for fences: the texture for the side of the door is found on the door itself. In the image below, you can see how the edge of the door appears to have hinges, an effect that is caused by a strip of the original texture being mapped onto the edge:

    Part of the door texture is reused as the door edge

    By drawing several multicolored lines on the edges of the door texture, we can map out exactly where this strip is taken from and how it is wrapped around the model of the door:

    Areas where textures are reused

    From this image you can see how a 16x by 3x wide rectangle is taken from the left side of the door and repeated end to end along the edge of the door. The opposite edge of the door is given the same treatment with the same strip of texture. Redstone repeaters, traps doors, and pistons also employ texture reuse to fill in 'missing' parts of their model.

    Another block which reuses parts of its own texture is the piston. The arm of the piston takes its texture from the wooden part of the side texture, as shown in the image below.


    Texture reuse on the piston arm

    For more information on which blocks share/reuse which textures, take a look at the section on texture wrapping.

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    Texture Wrapping

    Texture Wrapping is how the textures are put on the blocks.

    As most of Minecraft blocks are, well ... blocks. Most of them are the standard 6-faced cube, and usually it applies it texture to all 6 sides. But there are some blocks that have an exception to this.
    You can edit how the textures are wrapped around blocks by editing their models directly, here.

    (NOT FINISHED, Coming Soon)

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    Editing Programs

    ''I'm ready to start making a texture pack, but how do I edit the textures?''

    So you're ready to make a texture pack, but you don't know how to edit the images. Well luckily for you, we are here to help you.

    There are a lot of programs that you can use to edit textures. Some popular ones are Adobe Photoshop, Adobe Illustrator, GIMP, and Paint.NET.

    While Photoshop & Illustrator you have to pay to use, GIMP and Paint.NET are both free to use.

    You could also use NovaSkin. It's a browser based texture editing site, made to edit Minecraft's textures and create a texture pack of all of your edited textures. NovaSkin has some of its bugs, so I recommend using NovaSkin to only help you determine to see how textures are placed on blocks or mobs, but don't use NovaSkin to create textures. I recommend you use one of the editing programs listed above.


    You could also try a free program named Krita. It is a painting software. "It can do painting+graphics+photo+vector work, it's close to Photoshop feature wise and is actually a few steps above GIMP." is what insomniac_lemon said on this thread here. Insomniac_lemon has made explained more about the program in the thread I just linked to.


    You can basically use any image editor, as long as it can handle .PNG files and supports transparency.

    The best program to use to help you edit textures is based on solely which program is easier for you to use. GIMP might be the best program for some people, while for others Paint.NET is better. It depends solely on you(the user), and how easy it is for you to use it.

    Note: I personally prefer to use Photoshop and sometimes After Effects(which is a post-production video editor). I use Photoshop, because I have self-taught myself Photoshop and know how to use it. I also use After Effects because I use some of the plugins (both internal plugins and external 3rd party plugins) to create effects I can't in Photoshop. But I also sometimes use GIMP for simple small things or edits.
    Yes, you can use Adobe After Effects to create images. Just make a comp that's one frame long, and when you're done making the texture, just go to 'Comp' then 'Save Frame As...'.

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    ---------Making the Textures---------

    ''Ok, I have everything to start making the textures. Any tips or tricks?''

    This section will help you turn your ideas into textures. This is NOT a step-by-step instructions on how to make each different kind of block or achieve a certain 'look'. Why? Because there are countless styles and techniques for making grass look like grass, and telling you to use one (or even a handful) would limit you from experimenting and finding new ways of making grass.

    This section will, however, cover some of the basic artistic rules for shading, creating depth, choosing color, and using space (and pixels) effectively. It will also cover some of the issues specific to making texture art, such as the importance of tiling, and how to avoid the most common pitfalls.

    Shading

    (NOT FINISHED, Coming Soon)
    Need help with this section!
    From Alvoria:

    Quote from Alvoria

    Just choose where your light source is and then stick with it throughout the pack. I recommend above and a little to the left since that's where people are conditioned (ironically by 2d NES/SNES-era games) to thinking light comes from in situations like this. Pretty much anywhere other than directly in front of the tile (pillow-shaded) or below (which will make the shading seem inverted to most people) will work though.

    Try not to think of your lighting as a 3d in-world thing, but rather that each tile is lit individually from the same relative location. That's how most packs do it. Remember: you're always going to have something a little off because of the nature of Minecraft. Don't fight this imperfection, but rather embrace it.

    Or just build your pack around SEUS shaders and let the lighting engine do all the heavy lifting. ;)

    Now, that's only the advice for blocks. For mobs, I recommend hanging the light right above their heads since that's the usual direction they'll be lit from anyway... and because it looks the best.

    Items you can light however you want. Again, though, try to keep it somewhat consistent.





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    Tiling

    One of the biggest issues all texture artists face is the concept of tiling. 'Tiling' refers to the appearance of your block textures when viewed in a large grouping. For example, what your cobblestone texture looks like when part of a large castle wall.

    Oftentimes textures that look good as single blocks create distracting patterns when placed together into groups, which makes them unsuitable for large projects. These 'tiling issues' are notoriously hard to spot, and frequently even harder to get rid of. Luckily, there are a few tricks you can learn for how to anticipate tiling problems and eliminate them from your textures.

    1. Match-up Error

    This type of error occurs when the lines or patterns in a texture (such as the cracks between cobblestones) do not match up from one side of the block to the other. Below is an example of a simple brick texture in which the lines between the bricks are drawn incorrectly and do not form whole bricks.


    Outlined brick texture

    At first glance you might think that this is a pretty good base for a brick texture. But when the block is copied and pasted into a 2x2 square, a match-up error appears:


    Match-up error: The lines do not connect where they should

    As you practice texturing you will learn to mentally trace the path of your patterns/cracks to make sure that everything connects where it should.

    Always copy and paste your textures to check for tiling as you go along! Periodically tiling your textures as you work on them will save you a lot of trouble in the long run and help you to spot small tiling issues before they become big ones.

    2. Pattern Error

    Pattern errors occur when slight variations in the color, shading, or size of a texture create unwanted patterns when the block is tiled over a large area. An example would be a dark spot on a block that looks like a face from a distance. Pattern errors are not quite as dramatic as match-up errors, but they will severely decrease the appeal of your pack depending on how annoying the pattern is (no one wants a bunch of faces in their castle wall, for instance).

    Below is an example of a 16x cobblestone texture that has a pattern error.


    Cobblestone texture

    At first glance this texture appears to be error-free. But once again, when the block is tiled a previously unseen pattern appears:


    Example of a pattern error

    The cobblestone circled is far larger than the others, and thus stands out from the texture, creating a visible pattern.

    Again, the best way to spot tiling errors is to copy and paste your textures into a square.

    3. Grid Error

    Very similar to the pattern error, a grid error is caused when bands of lighter/darker areas cut through the texture (typically along the edges) creating a grid when tiled.


    A stone texture

    Left: Tiled, Right: Errors highlighted

    When the texture is tiled, it become obvious that the strips of light and dark running through the texture form a grid. A method for fixing both pattern errors and grid errors are detailed below.

    -- Perfect Tiling: A few tips --
    Click the button below!
    For blocks that do not have definite edges, use the following technique to isolate areas of bad tiling. NOTE: This method will not work for logs, cacti, or any texture where an edge of that texture must always be on the outside!

    Tiling issues that occur at the corners or along the edges of the block tend to be very difficult to fix due to the fact that the edges have to mesh together. Below is a method for bringing those edge problems into the center of the block where they are much easier to get rid of.

    First, divide the texture in half down the center and switch the two halves:

    The result can be seen below. The two vertical edges have now been brought into the center.

    Next, divide the texture in half again through the middle and switch the two halves:

    And voila, the single large stone that caused the tiling problems demonstrated above is now in the center of the block where it can easily be broken into smaller stones.



    For textures where the above method cannot be used, arrange copies of the target texture in the pattern shown to help simplify the editing process:

    :Red: :Red: :Red: :Red: :Red:
    This arrangement allows you to see how all the edges connect, giving you the ability to modify the edges of the center texture to match the edges of the textures around it. Only edit two adjacent edges at once! If you try to do all four edges without re-copying the modified texture, you will be undoing all the corrections you made.
    Video

    MinecraftForum user, loki_of_sassard has posted a video showing how to tile textures. In the video he is making a Cobblestone Variant texture. It's part of a 3 part series. Forgive the 360p video quality & the bluriness. Video is here.

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    Other Texturing Techniques

    ''What are some other texturing techniques I could use?''

    There are tons of other techniques for texturing. The list of Texturing Techniques can be considered almost endless.

    (NOT FINISHED, Coming Soon)

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    Making Animated Textures

    There are few ways to create animated textures. In Minecraft you can animate all block and item textures.
    Alvoria has made a GREAT tutorial on how to make animations in Minecraft. His tutorial page is here.

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    Special Animated Textures

    Minecraft has some special animated textures. These texture are animated textures that are either harder to make or act differently than other animated textures. These special animated textures are the water animations, lava animations, compass, and the clock. Again Alvoria's Animation in Resource Packs page explains more about this and explains everything in detail too.

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    Texture.png.mcmeta

    You can create a '.png.mcmeta' file for any textures in Minecraft. While '.png.mcmeta' files are required for all animated textures. It can also help be used with animations or with non-animated textures.

    The '.png.mcmeta' file can have 3 optional properties in it.

    {
    "texture":{
    "blur":false,
    "<code>interpolate</code>":true
    "clamp":true
    }
    }




    These 3 properties can be added to the '.png.mcmeta' file to add special properties to the texture.
    The 'blur' property will allow the texture to blur when viewed close-up.

    The 'interpolate" property will allow a slow smooth transition between each frame of the animation. (This can most easily be seen in the prismarine texture.)
    The 'clamp' property will prevent the texture from repeating in situations where it otherwise might. (This can most easily be seen when setting 'clamp' to false in shadow.png.mcmeta - multiple shadows will appear under some mobs.)

    You don't need to have anyone of them to work. For example, if I want to blur a certain texture, I can have this in the texture's '.png.mcmeta' file and it will work.

    {
    "texture":{
    "blur":true
    }
    }




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    ---------Advanced Texturing Topics---------

    ''Let's get to some of the advanced, weird, cool, and/or odd texturing ways of Minecraft!''

    While we all know Minecraft act weird sometimes. This especially includes Minecraft's Texturing System. But the weirdest thing about Minecraft's Texturing System, is mainly ... well nothing in-game, but mainly its users and players.
    Everyone has their own preference in style and look that they prefer to play in. To some, they prefer just plain Vanilla or something that looks close to it, while others prefer to play with hyper-realistic texture packs.

    Some advanced topics are Style and Theme. There are a few more, but we won't cover them(yet, maybe later on).
    We will also cover some advanced stuff like Biome Shading, Clouds, Font, Rain and Snow, Enchantment Glint, and a few others.

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    Style

    (NOT FINISHED, Coming Soon)
    Need help with this section!
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    Theme

    (NOT FINISHED, Coming Soon)
    Need help with this section!
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    Biome Shading

    ''How does the gray shaded textures turn into color?''

    (NOT FINISHED, Coming Soon)

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    Rain and Snow

    Rain and snow in Minecraft might be a hard thing to do if you don't know how it works, but it's actually extremely simple once you understand it.

    rain.png and snow.png

    Rain (left), Snow (right)

    The two images above are used by Minecraft to determine the appearance of falling rain and snow. Both will be turned upside down in-game.

    The rain will move quickly downwards, and will create water splash particles on top of every block exposed to the rain. The snow will move slowly downwards and slightly to the right.

    Both snow.png and rain.png support semi-transparency, which means that you can create rain drops and snowflakes that are partially clear.

    The images for rain and snow are repeated in a pattern and arranged as shown below around the player:

    Showing the actual pattern in game:

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    Fonts

    'Font', in the Minecraft world, refers to the appearance of all letters and numbers within the game, both in single-player and in multi-player. While the color of the font CAN be changed, it's best if you didn't change the color. Changing the color of the text to something besides white, does messed up colored text. It's also possible to edit the basic shape of the font and even create HD fonts. When editing the font for a texture pack, it is advisable to increase the size of the font file (i.e. create an HD font) so that there is more pixel space available for smoother and/or more detailed letters.

    How it works

    (NOT FINISHED, Coming Soon)

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    Clouds

    clouds.png is an image that modifies the appearance of the clouds seen within Minecraft. The pattern, color, and transparency can all be changed to achieve the effect you want. This means that you can have anything from smogy clouds to pink clouds (shown below).


    Pink clouds, created by changing the color of clouds.png

    If playing with your graphics mode set to 'fancy', the clouds will be blocky. If playing with your graphics mode set to 'fast', the clouds will be flat. You can even turn clouds off by making clouds.png totally transparent, or by having the 'Clouds' setting in the 'Video Settings' set to 'Off'.

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    Enchantment Glint

    enchanted_item_glint.png

    This is the file that alters the "enchanted glow" seen over top of enchanted weapons, tools, and armor. It is 64 by 64 pixels.

    In game it is tilted 45 degrees in 2 directions and turns semitransparent and purple. It cycles over and over, in the shown direction:

    The 1st direction it applies the enchantment glow is like this:

    Then it applies the 2nd enchantment glow like this:


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    Universal Ore Color Scheme Idea

    While this isn't an Advanced Texturing Topic that is commonly used, it is a good idea and is a semi-advanced texturing idea.
    MinecraftForum user, eleazzaar, made a page that talked about how some mods that have the same ore have different textures for the ore. So Eleazzaar talked about how he made all the ores in the 20 most popular mods use the same color scheme.

    While it is a new topic, it is a good idea and may also be a good idea for other texture pack artist to do too.
    Eleazzaar's Universal Ore Color Scheme page is here. More information about it can be find there.

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    ColorBlindness and how it affects Texture Packs

    Color Vision Deficiency, or as some people refer to it as "Colorblindness", is commonly referring to some people's inability to not see every color in the usual way. 99.5% of females & 92% of males have Trichromatic Color Vision, or normal human vision. Everyone else has a form of Color Vision Deficiency, meaning that they see some colors in a different way. The main reason why I have a section dedicated to Color Vision Deficiency is because it affects how your textures look to someone with a form of Color Vision Deficiency. Your textures might look good to someone with normal human vision, but it might not look good to someone without normal human vision.

    MinecraftForum user Alvoria has created a Resource Pack that changes some of the shaders so that they mimic the effects of some forms of Colorblindness. That resource pack can be found here: Click Here

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    ---------Optifine/MCPatcher, Shaders, and Mod Support---------

    ''Is there other ways to expand my resource pack?''

    Yes, there is. There are TONS of ways to expand your texture pack. You can expand it adding texture changes for other mods, or add support to Optifine or MCPatcher features, or maybe have support for Shader mods.

    We will cover how to add Mod Support to your texture pack, and how to use Optifine and MCPatcher features. We will also talk about Shaders too.

    I will start off by saying, first hand, it might seem like Optifine has all the features of MCPatcher, but it DOESN'T have all the abilities and features of MCPatcher. Optifine is designed for reducing lag and mainly not texturing. It does include texturing options, but it's not the same as MCPatcher's features. MCPatcher is much better (texturing wise) than Optifine.

    NOTE: Well Optifine has been updated more often than MCPatcher (MCPatcher is not being updated anymore). Optifine now has all the features (besides just a few) that MCPatcher has. Making this section about MCPatcher & Optifine pointless. I will create a guide about all the MCPatcher/Optifine features at a later date. (I just have been real busy). You can just skip to Shader Support for now.

    You can talk about Optifine vs. MCPatcher here. Please don't talk 'Optifine vs. MCPatcher here. Your comments will be ignored.

    MCPatcher features

    We will start off by listing off all of MCPatcher's features. MCPatcher currently have these features:
    1)Extended HD
    2)Random Mobs
    3)Custom Colors
    4)Connected Textures (aka CTM)
    5)Better Glass
    6)Better Skies
    7)Custom Item Textures (aka CIT)
    8)Better Grass (under Options tab)

    Lets start off by saying what each one does.

    Extended HD allows a Texture Pack Artist to:
    1)Enable custom animations for other textures besides just blocks and items
    2)Enable custom compass textures
    3)Enable custom clock textures
    4)Enable HD fonts
    5)Use HD font siing for non-HD fonts

    Random Mobs allows a Texture Pack Artist to:
    1)Enable mobs to use a random set of textures
    2)Enable mobs to use a random set of textures based off a certain conditions

    Custom Colors allows a Texture Pack Artist to:
    1)Customize the colors of Water
    2)Customize the colors of Swamp grass and foliage
    3)Customize the colors of Pine(Spruce) and brich trees
    4)Customize the colors of Potions
    5)Customize the colors of Particle Effects
    6)Customize the colors of Lighting
    7)Customize the colors of Cloud type
    8)Customize the colors of Redstone wiring and particle effects
    9)Customize the colors of Pumpkin and melon stems
    10)Customize the colors of Creative Mode spawn eggs
    11)Customize the colors of Held maps
    12)Customize the colors of Sheep and dyes
    13)Customize the colors of Text
    14)Customize the colors of XP Orbs
    15)Customize the colors of Fog and sky
    16)Customize the colors of other blocks that don't use Biome shading
    17)Enable Smooth Biome colors

    Connected Texture allows a Texture Pack Artist to:
    1)Apply replacement textures to Standard blocks
    2)Apply replacement textures to Non-Standard blocks
    3)Apply replacement textures to Glass Panes
    4)Enable Better Grass

    Better Glass allows a Texture Pack Artist to:
    1)Adds 2 new render passes for blocks
    2)Adds full alpha channel support to glass blocks and panes

    Better Skies allows a Texture Pack Artist to:
    1)Fully customizable skyboxes
    2)Brighten fireworks particles

    Custom Item Textures allows a Texture Pack Artist to:
    1)Customize item appearance by damage value, stack size, and NBT data (Basically, it's CTM but for items in a way)
    2)Customize item enchantments appearance by damage value, stack size, and NBT data
    3)Customize worn armor appearance by damage value, stack size, and NBT data

    Now that we have said what each feature does, we can now explain how they work, and how you add them into your pack.

    1. Extended HD

    2. Random Mobs

    3. Custom Colors

    If you want to make a Custom Lightmap using MCPatcher, Alvoria has made an amazing tutorial on how to make Custom Lightmaps. His tutorial is here.

    4. Connected Textures

    MinecraftForum user, Deonyi, made a great guide that explains everything about CTM & Connected Textures. His guide is here.

    5. Better Glass

    6. Better Skies

    7. Custom Item Textures

    (To start learning about MCPatcher's features, you can check out the information in the Original Post (OP) of the MCPatcher thread which is here. It's listed under the "Information for Texture Pack Authors" section.)

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    Optifine Features

    The only feature that Optifine has that MCPatcher doesn't is that Optifine has "Natural Textures". Natural Textures removes the gridlike pattern created by repeating blocks of the same type. Uses rotated and flipped variants of the base block texture.

    While this can be recreated in MCPatcher real easily, all you have to do for this is copy a template and edit the template.

    (NOT FINISHED, Coming Soon)

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    Shader Support

    For your texture pack to support shaders, you don't have to do anything actually. But if you want to use Normal maps, Spectular maps, and/or Parallax maps, you need to do some special stuff.

    Quote from emx2000»
    Section 5.3, shader texture maps section:

    for the resource pack to support shaders, you need to add specular maps and/or normal maps.

    Normal maps are textures that has the same shape as the original textures, but with custom colours that the shaders can detect to add depth to the face of the texture. To generate normal maps, you can download a photoshop plugin "nVidia texture tools" here for free if you use photoshop, or you can use the paid version (trial version available) of "crazybump". Another choice is to use the online normal map generator here. After generating the normal map, add "_n" to the texture name (without quotes), so for example "grass_top.png" has a normal map of "grass_top_n.png".

    Specular maps are textures that also has the same texture like the original textures, but with a desaturated colours (black and white), with white representing more light getting bounced. Generating specular maps are a bit more difficult because it completely depends on the material, e.g. iron blocks reflect light more, while coal blocks reflect less. The best way to start is to desaturate the generated normal map texture, and then tweaking it to your liking. For the specular maps, name the files with a suffix "_s", so for "dirt.png", it will be "dirt_s.png" (without quotes)

    Normal and specular maps don't typically look as good if not used on a HD texture pack, preferably 64x or more.





    Need help with this section!
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    Mod Support

    What to change the texture in your favorite mod? Well here is how you do it.

    (Not Finished, Coming Soon)

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    ---------Expanding on the Resource Pack Features---------

    There are some more features that Resource Packs can have that can help improve your Resource Pack. These feature range from something small to very large features.

    Custom Languages

    You can create custom languages for you texture pack. This feature can be use to rename a few things or can be used to rename everything!
    Does your Emeralds use a Ruby texture, but they still stay 'Emerald' and you want to change it? Just create a custom language and change the default Emerald item name to Ruby, and then all your Emerald are now called Ruby.

    The top is just a small example for what you can use a Custom Language for.

    ''How do I start to make a Custom Language?''

    Well to start you need to have the following in your pack.mcmeta:

    {
    "pack": {
    "pack_format": 1,
    "description": "-Your Packs Description"
    },
    "language":{
    "Lang_Country":{
    "name":"YourLanguageName",
    "region":"LanguageRegion",
    "bidirectional":false
    }
    }
    }




    Lang_Country is the file name in your Resource Pack. (Example: en_EX can be used for example.)
    YourLanguageName is the name of the Language that will appear in the Language Selection Screen.
    LanguageRegion is the Country/Region where your Language is mainly located.

    Lang_Country is used so that Minecraft can tell what the Language file is named. So if you named the language file 'Test.lang' then you will replace 'Lang_Country' with 'Test'
    YourLanguageName and LanguageRegion are used for the Language Selection Screen.

    Here is an example:

    {
    "pack": {
    "pack_format": 1,
    "description": "This is an example description"
    },
    "language":{
    "Example":{
    "name":"Test",
    "region":"Worldwide",
    "bidirectional":false
    }
    }
    }




    The file in the /assets/minecraft/lang folder will be called 'Example.lang', and in the Language Selection Screen it will look like this 'Test (Worldwide)'.

    Here is how you create a custom Language.
    First you need to have the default Minecraft language file. It will have everything in that you can translate. To get the default Minecraft language file do it the same way as if you were getting the texture. It's in the /assets/minecraft/lang folder inside the .jar file. The file is called 'en_US.lang'.
    NOTE: Do note that using 'en_US.lang' will result in American English text string results being used by default. If you want to change/edit another language, then you will have to name your .lang file to match the one that's used for that language that's in Minecraft's .jar files. To find what the name of the .lang file for your language, go here (click here) which will show what the .lang file name is under the "Locale Code" column.

    Open the .lang file with any text editor. Notepad or Notepad++ work just fine.

    Edit the lines that you want to edit. Edit everything pass the equal sign (=).
    For example, if you want to rename Emerald to Ruby, you need to find the line that has the Emerald item name.

    item.emerald.name=Emerald




    Then change the Emerald to Ruby:

    item.emerald.name=Ruby




    NOTE: Don't change what is before the equal sign. If you change what's before the equal sign then Minecraft won't recongize the line.

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    pack.mcmeta

    The pack.mcmeta is a CRUCIAL part of your texture pack. With out that (and your pack.png) then Minecraft won't recognize your Resource Pack.

    To create a pack.mcmeta for your texture pack, you can get the default one that's used by Minecraft. To find the default Minecraft one, follow these instructions:

    (1)
    Go to your '.minecraft' folder

    (2)
    Go to the 'assets' folder

    (3)
    Go to the 'virtual' folder, then the 'legacy' folder

    (4)
    The pack.mcmeta is here.
    *(outdated, kept here for legacy support)*

    Updated version:
    1) In the base folder of your resource pack make a text file called 'pack.mcmeta' but make sure the file does not in '.txt' but instead ends in '.mcmeta'. This is because Minecraft will NOT read any '.txt' files but only '.mcmeta' files. You have to MANUALLY make this file as it is not found anywhere in the Minecraft files.

    You copy that to the base of your pack (where the /assets folder is and the pack.png too), then open it up with any text opener (Notepad or Notepad++ work just fine). You will see a lot languages in this pack.mcmeta. Just delete those languages. *(outdated, kept here for legacy support)*

    For the pack.mcmeta to work, you just need to have at least this:

    {
    "pack": {
    "pack_format": 1,
    "description": "Insert your texture pack description here"
    }
    }




    If you want to have the description of your pack to have color, then you will need to some special Unicode magic, (not really magic).
    Lets say, for the sake of example, you want your pack's description to look like this: This text is RED!!!
    To make it look like that you need to do this:

    {
    "pack": {
    "pack_format": 1,
    "description": "\u00A74This text is RED!!!"
    }
    }




    This works because the '\u00A7' is Unicode for the Section Sign (§). The section sign is used in Minecraft to help make fonts change colors and add certain formatting options (like bold text).
    More on the Formatting and Color codes are listed here.

    You can also add custom languages with the pack.mcmeta, more info on that is here.

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    Custom Block Models

    You can also customize the 3D block models of every block.

    MinecraftForum user, insomniac_lemon, made a page that talks about how to do Custom Block Models and even has examples too.
    His page is here.
    MinecraftForum user, XSSheep, made a page that talks about how to do Alternate Textures & Custom Models.
    His page is here.

    MinecraftForum user, opl, has made his own program that helps with lots of thing from block models to item models. His page can be found here.

    (Not Finished, Coming Soon)
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    Vanilla Shaders

    Since Mincraft version 1.7.2, there have been shaders that have been added to Vanilla Minecraft. You can access the shaders by clicking on the "Super Secret Settings" button that's in the Options menu. Clicking the button will cycle through all the available built-in shaders in Minecraft. This will only work if you PC has OpenGL 2.1 or higher. If at any point you want to turn off the shaders, just press F4. You can go to the Minecraft Wiki to view a whole list of possible shaders.

    The Minecraft shaders can be acessed by pressing F4 to cycle between them

    The reason that this is in this Guide is because you can edit these shaders from your Resource Pack. MinecraftForum user, grar has made a guide that explains all about the Vanilla Shaders & how to edit them. His page can be found here.

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    ---------Creating Your Resource Pack's Page---------

    Whenever you have finished creating your pack & you want other people to see it/want to release it to the public. There are a few things that you can do to help get people to download it. For the sack of this Guide, I will only tell you how to do this for the MinecraftForums, as I prefer that this is the best site to download texture packs from.

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    General Ideas

    There are a few things you have to understand about posting your pack here. There a Pinned Thread that is called "A word about texturepacks" which is by MinecraftForum user 42and19. It talks all about the Myths & Facts that people have about Resource/Texture Packs.
    There are some more ideas/tips for creating a good Page for your pack.
    Here are some:

    • Keep your page neat, easy to navigate & easily readable
    • Make sure you have screenshots. Your pack is a visual medium, which means you have to see the work not just describe it. (Also it's a rule on the MinecraftForum Site that all Resource Pack & Map pages have screenshots of the work.)
    • Don't put your work behind an ad.fly link or any link that is used to help get money. It's considered generally rude.

    There are a lot more ideas/tips that other Texture Pack artist can give you too.

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    Anti-Piracy Ideas

    There are some tips you can do for other people to stop stealing your ideas. Here is one of them: MinecraftForum user Ringoster made a page that talks briefly about Piracy of packs from site to site, & some tips to help other people know that it's stolen. Here is that page: Click here.
    (More Updates Coming Soon!!!)

    Posted in: Resource Pack Discussion
  • View BobMowzie's Profile

    151

    Feb 18, 2015
    BobMowzie posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    Mowzie's Mobs adds a variety of fictional creatures to Minecraft, priding itself in unique AI, environmental and atmospheric appropriateness, and standard-setting animations.


    Developed by Bob Mowzie, pau101, and iLexiconn.

    The Mobs:
    Foliaath


    (FOHL-ee-ayth or fohl-I-ath)
    These jungle-lurking plant monsters want nothing more than to eat anything that moves! They may seem like ordinary ferns, but they'll emerge if you come close. You can't get close enough to strike them, so find some other way of killing them! They drop foliaath seeds.
    To grow a foliaath, obtain a seed and plant it by right clicking on grass or dirt. Every half-day for two days, feed the baby foliaath by tossing it a meat item. Then, it will emerge as a fully grown foliaath. Be careful: grown foliaaths aren't tamed and will still attack you!

    Ferrous Wroughtnaut



    (FER-us RAWT-nawt)
    Lost underground many years ago, these heavily armored knights are not men nor are they statues. Are they guarding something? They have forgotten what. Are they waiting for something? They have forgotten when. Are they mourning someone? They have forgotten whom. All they know is to slay those who approach their chambers. There is only one way to damage a Ferrous Wroughtnaut; its weakness is for you to discover.

    Only the bravest of adventurers would dare to challenge a Ferrous Wroughtnaut. Upon defeat, the Wroughtnaut will drop its Wrought Helm and its Axe of a Thousand Metals for the victor. Right clicking with the axe attacks in a large arc, and shift-right clicking will create a shockwave that brings targets closer to you. Neither tool can break.


    Barakoa



    (ba-ra-KO-ah)
    Native to the savanna, the Barakoa tribesmen travel in small hunting packs. They are one with the masks on their heads, which cannot be removed. Some use bones as clubs as weapons while others use poisoned blowdarts. Each hunting pack is led by a Barakoana elite, wielding a traditional spear and shield. The Barakoa make traversing the savanna quite dangerous, as they can surround their prey quickly and put up a good chase.

    When defeated, the Barakoa will sometimes drop their masks as items that the player can wear. Each mask bestows a different, small buff.

    Barakoa can also be found in villages scattered across the savanna plain.


    Barako, the Sun Chief




    (BA-rah-koh)
    Barako is the chief of the Barakoa tribe, residing in a stationary seat upon a throne in Barakoa villages. He draws his power from the sun, calling forth sunstrikes, solar flares, and massive solar beams. He can also create Barakoa followers from masks to defend him during combat. As such, his masked children revere him as a god. Unequipped travelers should keep their distance from his villages, lest they be smitten by his heliomancy.

    Those strong enough to face and defeat him, however, are rewarded with his mask: the Sol Visage. This mask allows its wearers to breathe life into masks to create Barakoa followers. Unfortunately, the mask does not bestow heliomancy upon its bearer; this power is innately carried by Barako, and thus dies with him. Perhaps there is another way...?


    Frostmaw


    (FROST-mah)

    Frostmaws are dangerous beasts found rarely in snowy areas. Their massive size, impressive speed, and powerful ice breath make them near-impossible opponents. If, on your travels, you encounter one sleeping in your path, it's likely best to take a different route and let it lay. The beast guards a precious ice crystal that can unleash pure winter energy when wielded.


    Grottol


    (GRAH-tohl)

    These adorable crystal crustaceans live deep underground in caves and ravines. Sometimes called “living ore,” Grottols are prized as a rare source of diamonds. But only the quickest of adventurers can manage to catch them before they burrow away; grottols are very fast and surprisingly clever, even using minecarts to escape pursuers. Keep in mind that only iron or stronger pickaxes can penetrate their diamond shells.


    Lantern


    (LAN-turn)

    Lanterns dot the canopy of roofed forests, glowing like jellyfish. Some cultures believe that these creatures contain the souls of the recently deceased. Others wish on them like stars. Adventurers, however, know that the luminous jelly inside lanterns is a great light snack that will briefly illuminate the darkest of nights.


    Naga


    (NAH-guh)

    Coastal cliffs are dangerous places. Adventurers tell of winged serpents called nagas with impressive speed and menacing acid venom. Though these drakes are powerful, a well-placed arrow can knock a naga right out of the sky; time your shots to hit when the naga is preparing an attack.

    Naga acid is deadly, but can actually be used to neutralize other poisons. The fangs they drop upon death can be used to brew poison antidotes and preventatives.


    Download:

    Download the mod here!

    Showcases:
    By TheMinecraftOverlord

    By Xaxilis

    By PopularMMOs

    By ThnxCya

    By The Diamond Minecart
    By ANTONIcra (Spanish)


    Plans:
    Mobs:
    Strongholder - Floating gauntlet that grabs, pounds, and swats to attack. Floats eerily through stronghold tunnels, maybe passing through walls.
    Phoben - Fear spirit that spawns in roofed forests. Wields fear magic, a lantern, and a long, darkness-infused blade called Ej. Fighting the phoben will involve carefully but quickly deciding when to strike and when to block.
    The Sculptor - A simian guru that can be found meditating on mountaintops. He will challenge players to complete obstacle courses made of floating rocks. Those who pass this test are granted the ability to wield powerful earth magic.
    Forest Dryad - Will grant players her magic pan flute in exchange for the Phoben's lantern as thanks for defending the forest.
    Stalkers - Rival tribe of the Barakoa. Jungle pack hunters that lurk in the canopy before leaping down on their prey. Their simian features, ornamented headdresses, long claws, and glowing red eyes strike fear into their prey.
    Nimbus Drakes - Flying serpents with clouds billowing from its head and wings. The clouds turn grey before the drake unleashes its lightning attacks. It circles an egg in a nest on the top of its mountain, which can be claimed and hatched by the player who defeats the mother.
    The Winter Order - A league of cryomancers residing in a frozen citadel.

    Considering:
    Large, scary insects in swamps, maybe large, scary frog-things to go with them
    Anglerfish-like deep sea monster
    Ents that can be created from trees using an item.
    Golems that can be created from Geomancy boulders.
    Snake Charmer - Humanoid desert boss that spawns in a temple structure. He can summon snake spirits by playing his flute, and can transform into a moving painting on the wall to dodge attacks and move across the room.
    Just a plain dragon. I'd like to try my hand at this timeless monster concept.

    I'd like to add at least one mob for each of Minecraft's environments, and I do like suggestions! BUT I'm very picky about what I work on. Only suggest your mob if you can imagine players thinking, "I can't believe I ever played Minecraft without this in my game!". I will not add monsters from existing franchises or mythologies, or just giant versions of real animals. No griefing or one-hit-kill moves.

    Texture Packs:

    Sphax textures by Phazanor


    Modpack Policy:

    Open policy on the condition that you let me know through PM or comment.

    Sources Used:

    Some sounds edited from:

    Super Smash Brothers Ultimate

    Pokken Tournament DX

    Dota 2


    Very special thanks to RafaMV for his collaboration on animation tools.
    Posted in: Minecraft Mods
  • View HitchH1k3r's Profile

    66

    Mar 14, 2013
    HitchH1k3r posted a message on [1.7.10] [Forge] Torch Levers (and more) Version 1.4.2 (Updated 2015-8-13)

    The Torch Levers Mod adds several security themed blocks to the game. Whether you want to keep a room hidden by illusions and secret levers, or place deadly traps in your fortress -- the Torch Levers Mod has something for you.


    Spotlight thanks to captainsparklez (Version 1.3.3)

    Spotlight thanks to gamingflames (Version 1.4.2)
    German Mod Review thanks to CebraxLP (Version 1.3.3)
    Short spotlight thanks to XerainGaming (Version 1.3.2)
    Longer spotlight thanks to drachronic (Version 1.3.1)
    Spotlight thanks to SirAaronII (Version 1.3.2)
    Spotlight thanks to TeamTwiistz (Version 1.3.1)
    Spotlight thanks to Jenniplex (Version 1.3.1)
    Polish Spotlight thanks to GraczWilliam (Version 1.3.1)
    Spotlight thanks to Brinko54 (Version 1.1)
    Russian Spotlight thanks to Ksardeks (Version 1.2.1)
    Spotlight thanks to Bazillau (Version 1.0)
    Spotlight thanks to piedudeaus (Version 1.1)
    Spotlight thanks to fullmetalDrake (Version 1.1)
    German Mod Review thanks to Ollixxl (Version 1.1)
    Mod Review thanks to BlackWidowSJ (Version 1.0)

    This mod has moved here!

    Posted in: Minecraft Mods
  • View user-6871053's Profile

    519

    Jun 4, 2011
    user-6871053 posted a message on Smart Moving

    The Smart Moving mod provides various additional moving possibilities


    • Climbing only via gaps in the walls
    • Climbing ladders with different speeds depending on ladder coverage and/or neighbour blocks
    • Alternative animations for flying and falling
    • Climbing along ceilings and up vines
    • Jumping up and back while climbing
    • Configurable sneaking
    • Alternative swimming
    • Alternative diving
    • Alternative flying
    • Faster sprinting
    • Side and Back jumps
    • Charged jumps
    • Wall jumping
    • Head jumps
    • Crawling
    • Sliding


    Current Version 16.3 (requires Minecraft Forge and Player API)
    Upgraded to Minecraft version 1.8.9: Download from Mediafire or Dropbox



    Installation:


    Thanks to Revolver0125 this tutorial and installation video (at 4:00). (up-to-date)

    For installation instructions either:

    • have a look at Revolver0125's installation tutorial in the video above (up-to-date)
    • or read the "installation" sections of this mod's download's readme files.

    Required Mods

      • Client:
        • Minecraft Forge
        • Player API core
        • Render Player API core (optional)
        • Render Player API enhancer (optional - use at own risk)

      • Server:
        • Minecraft Forge
        • Player API core

    • MCPC+:
      • Player API core


    FAQs

    #1: I found a bug, how do I report it here, so you can fix it?
    Describe the bug, in detail if necessary. When does it occur and under which circumstances?

    Always include:
    • your Minecraft version (especially in the weeks after an minecraft upgrade)
    • your Smart Moving version (maybe the bug you found has already been fixed in a later release)
    • your Smart Moving installation package (the zip file inside the released zip file you used to add Smart Moving to your Minecraft installation)
    • all other mods you had installed parallel to Smart Moving when the bug occures
    • the mod versions of all these other mods (don't forget to include the APIs like ModLoader, ModLoaderMp, PlayerAPI or MinecraftForge)
    • the complete startup output from the client's terminal window and (when involved) the server's terminal window. (when you can't see the terminal windows have a look at the next FAQ's answer)
    • if the bug crashes the game, the complete error message including it's stack trace (when you can't see the error message long enough continue reading this FAQs)
    • the game mode the bug occured in: (SSP/Survival Single Player, SMP/Survival Multi Player, CSP/Creative Single Player or CMP/Creative Multi Player)
    • the active configuration while the bug occured: (Disabled, Easy, Medium or Hard)
    • if you modified the options file, all your modifications or the complete options file you are using
    • if the game mode is SMP start from the beginning of this list with the Minecraft server you used when the bug occured. If you don't have a specific information about that server, mention it in your post.

    #2: My game crashes but I cannot see the error message long enough to copy it!
    Minecraft 1.6.1 and later:
    In the Minecraft-launcher
    1. Select your profile
    2. Click the "Edit Profile" button
    3. Ensure the option "Launcher Visibility" is checked
    4. Ensure the option "Launcher Visibility" is set to "Keep the laucher open"
    5. Click the "Save Profile" button
    6. Click the tab "Development Console"
    7. Start the game
    After the error occured simply copy the lines you need from the log displayed in the laucher frame.

    Minecraft 1.5.2 or earlier:
    In windows start the minecraft client from the command line console using the following statement
    java -Xincgc -Xmx1024M -Xms1024M -Djava.library.path=bin/natives -classpath bin/minecraft.jar;bin/lwjgl.jar;bin/lwjgl_util.jar;bin/jinput.jar net.minecraft.client.Minecraft


    in your .minecraft directory.

    If you need a minecraft server error message instead, start your server from the command line console using the following statement
    java -cp minecraft_server.jar net.minecraft.server.MinecraftServer


    in your minecraft_server.jar's directory.

    If the java command could not be found, make sure your java installations bin folder is included in the PATH environment variable of your system.

    #3: I want to set up a server with Smart Moving but nothing works!
    You need the correct installation packages on the server and all the clients!

    If you don't know how to effectively install multiple mods into minecraft have a look at this first.

    On your vanilla server:
    • If you don't exactly know what you are doing, it will be the best to start from a clean vanilla server jar file.
    AND
        • Install the latest version of Minecraft Forge universal on your vanilla server.
        • Install the latest version of Player API universal on your vanilla server.
        • Install the Smart Moving installation package Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+ on your vanilla server.
    OR
      • Install the Smart Moving installation package Smart Moving Universal Standalone on your vanilla server.

    On your bukkit server:
    • Install the latest version of Player API bukkit at your bukkit server.
    • Install the Smart Moving installation package Smart Moving Server for Bukkit at your bukkit server.

    On all clients:
    • If you don't exactly know what you are doing, it will be the best to start from a clean client jar file.
    AND
        • Install the latest version of ModLoader or MinecraftForge universal at the client.
        • Install the latest version of Player API universal at the client.
        • Install the Smart Moving installation package Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+ on the client.
    OR
      • Install the Smart Moving installation package Smart Moving Universal Standalone on your vanilla server.
    If you installed everything correctly, you should be able to see Smart Moving writing messages to the client and server consoles. (also see FAQ#2)

    #4: I can crawl and everything works fine in SMP, but when I try to crawl under something I glitch and I don't go anywhere!
    Your Minecraft server does not support Smart Moving!

    Install Smart Moving on your Minecraft server, request it to be installed or switch to a server that supports Smart Moving.

    Also see FAQ#3.

    #5: When I climb down a long distance in SMP I get damaged when I arrive at the ground!
    Your Minecraft server does not support Smart Moving!

    Install Smart Moving on your Minecraft server, request it to be installed or switch to a server that supports Smart Moving.

    Also see FAQ#3.

    #6: I can't see the other players' Smart Moving animations in SMP!
    Your Minecraft server does not support Smart Moving!

    Install Smart Moving on your Minecraft server, request it to be installed or switch to a server that supports Smart Moving.

    Also see FAQ#3.

    #7: The game crashes! I get a "java.lang.NoClassDefFoundError: BaseMod" error message!
    Smart Moving can not find ModLoader in your Minecraft!

    Download the latest version of ModLoader from here and extract it into your minecraft.jar.

    #8: The game crashes! I get a "java.lang.NoClassDefFoundError: BaseModMp" error message!
    Smart Moving can not find ModLoaderMp in your Minecraft!

    Download the latest version of ModLoaderMp from here and extract it into your minecraft.jar.

    #9: The game crashes! I get a "java.lang.NoClassDefFoundError: PlayerBase" error message!
    Smart Moving can not find Player API in your Minecraft!

    Download the latest version of PlayerAPI from here and extract it into your minecraft.jar.

    #10: After I installed Smart Moving, Single Player Commands stopped working!
    Smart Moving is incompatible to Single Player Commands because it is using PlayerAPI.

    Both mods overwrite the same essential class file and disable each other when one is installed over the other.

    Download the matching version of the Single Player Commands for Player API patch from here and install it according to the instructions in its readme file.

    You will also need one of the installation packages "SmartMoving for ModLoader" or "SmartMoving Client for ModLoaderMp" on your Minecraft installation to fix this incompatibility.

    #11: After I installed Smart Moving, I could only move at very high speeds!
    You probably installed both ModLoader installation packages.

    The installation packages SmartMoving for ModLoader and SmartMoving Client for ModLoaderMP should not be installed in the same minecraft.jar.

    Try to reinstall one of these package into a clean minecraft.jar or remove either mod_SmartMoving.class or mod_SmartMovingMp.class from your minecraft.jar

    #12: The game crashes! I get the error message: "java.lang.IllegalArgumentException: The class 'net.minecraft.move.playerapi.SmartMovingPlayerBase' can not be registered with the id 'Smart Moving' because the class 'net.minecraft.move.playerapi.SmartMovingPlayerBase' has allready been registered with the same id"!
    You installed more than one Smart Moving installation package!

    Either remove the file mod_SmartMoving.class or the file mod_SmartMovingMp.class from your minecraft.jar. (depending on whether you prefer the Smart Moving for ModLoaderMp or Smart Moving for ModLoader installation package)

    Or restart your installation procedure from a clean minecraft.jar installing only one Smart Moving installation package this time.

    #13: There so many buttons in the control settings menu that the Done button covers other buttons!
    That is a well known problem.

    To fix it you need to install a mod that improves the control settings menu so it can handle additionaly buttons.

    Three of these mods are:
    • Reppan's Done Button Mover
    • North101's ScrollableControls
    • Mumfrey's Macro / Keybind mod
    • and last but not least Minecraft Forge

    #14: I have basic problem and so many mods that I don't know whether the problem is caused by Smart Moving or not!
    Check whether the problem persists when removing Smart Moving and when running Smart Moving for itself!

    To completely disable Smart Moving with minimal effort remove the file mod_SmartMoving.class or mod_SmartMovingMp.class from your minecraft.jar or minecraft_server.jar - and check whether the problem persists.
    • If the problem persists without Smart Moving, then Smart Moving is not the source of your problem
    • Otherwise continue reading.
    To test Smart Moving for itself, backup all of your stuff and start reinstalling the same Smart Moving installation package as before (and all of its dependencies) into a new clean jar file - and check whether the problem persists.
    • If the problem persists with Smart Moving for itself, Smart Moving is definitely the source of your problem.
    • Otherwise the combination of Smart Moving and one (or more) of your other mods is causing your problem. Try to find the minimal set of mods to reproduce your problem and provide that information when posting your bug report here.

    #15: I want to install Smart Moving at my server. Will everyone need to install client side Smart Moving to join my server after the server installation?
    No, depending on which server you run, all clients will eventually need to have ModLoader and ModLoaderMp or Minecraft Forge installed!

    In that case all non Smart Moving clients will not send any Smart Moving packets to the server and will ignore all recieved Smart Moving packets from the server.

    However, in case you run a ModLoaderMp server all clients need ModLoaderMp installed and in case you run a Minecraft Forge server all clients need Minecraft Forge installed to work at all.

    Only case you run a standard Bukkit server you clients do not need any other mods installed.

    #16: I want to install Smart Moving but I am new to Minecraft modding, so I have not idea where to start!
    This site should be a good starting point for you!

    Also don't forget to read this post's Installation chapter and study some of the tutorials linked there.

    #17: What can I do to restrict the usage of the Smart Moving mod on my server?
    Use SBC or install this mod on your server too!

    When you are running a bukkit server the most simple solution to your problem is to use the pukkit plugin SBC and configure it to your needs.

    Otherwise or if you want a finer control of the mod features, you have to install the correct Smart Moving server installation package on your server and use the server's Smart Moving configuration file to overwrite the client's local configurations. Optimally you start by changing the value of the option move.server.config to true to enable the overwrite feature at all.

    #18: The game crashes! I get a "java.lang.NullPointerException" error message at "ModLoader.onTick(ModLoader.java:1213)"!
    You have a buggy installation of ModLoader installed on your system!

    Either download my fix or the (hopefully itself fixed) latest version of ModLoader from here and extract it into your minecraft.jar.

    #19: I can't find the installation package for Minecraft Forge client!
    The installation package "Smart Moving Client for ModLoader" is the one you are looking for!

    You can run mods originally written for ModLoader using Minecraft Forge - at least the mods that can handle the slight differences between ModLoader and FML correctly.

    #20: I installed Minecraft Capes and now this mod crashes Minecraft!
    Your installation package of Minecraft Capes is incompatible with Player API you installed because it was required by this mod!

    Reinstall Player API and use another installation package of Minecraft Capes instead. The "MCPatcher method" mentioned at the Minecraft Capes thread might be a good choice.

    #21: I installed this mod and now Minecraft Capes stopped working!
    Your installation package of Minecraft Capes is incompatible with Player API you installed because it was required by this mod!

    Use another installation package of Minecraft Capes. The "MCPatcher method" mentioned at the Minecraft Capes thread might be a good choice.

    #22: What is the mod pack policy for Smart Moving?
    Smart Moving and Smart Render are licensed under the GNU General Public License Version 3 or later. (see FAQ#23)

    This means mod pack creators are not required to ask for my permission to add these APIs to their mod packs.

    I case you want to ask for my permission anyway, I recommend sending me a private message via this forum. I will most likely reply by formally granting you permission.

    However, this rule only applies to actual mod packs. It is not allowed to include any of these APIs in an actual mod

    #23: What licence is Smart Moving licensed under?
    Smart Moving and Smart Render are licensed under the GNU General Public License Version 3 or later.

    You will receive a copy of the GNU General Public License along with the Smart Moving download.


    Features


    Thanks to BlackDragonIV for this awesome feature demonstration video.

    Thanks to xXL33tsauceXx for this awesome show case video.


    Feature: Free Climbing

    This mod implements an optional mode of free climbing behaviour. When enabled by configuration or by default you can climb everywhere you find at least a block sized horizontal edge.

    To climb up you have to move forward toward the edge (default "W") and click and hold the grab button (default "LCONTROL").
    To climb down click and hold the grab button without moving forward toward the edge.
    To grab an edge while falling down along a wall, rotate towards the edge in the wall and press the grab button. If you are still falling slow enough, free climbing will start. If you are beyond a certain falling speed when grabbing, damage will be done to you.

    To change this default grab button visit Minecrafts "Options"/"Controls" menu.


    Feature: Ladder Climbing

    This mod implements three additional modes of ladder climbing behaviour.

    Simple Mode:
    • Standard climbing on complete ladder coverage
    • Standard climbing on feet only ladder coverage
    • Slow climbing on hands only ladder coverage

    Smart Mode:
    • Standard climbing on complete ladder coverage
    • Slow climbing on feet only ladder coverage
    • Slow climbing on hands only ladder coverage
    • Standard climbing when "holes" in the walls next to the ladder are present (solid block/nonsolid block or half steps)

    Free Mode:
    • Ladder climbing is functionally embedded in the feature free climbing.
    • Specific speeds are configurable on top of the free climbing configuration with Smart Mode-inspired default values.

    Feature: Climbing along ceilings

    This mod allows climbing along ceilings as long as the ceiling block supports it. Currently only the steel fence block and the closed trap door block support ceiling climbing.

    To start climbing along ceilings hold the grab button when below, but not too far below, the climbable ceiling. To stop ceiling climbing simply release the grab button.

    If wall climbing is also possible when pressing the grab button, wall climbing will start instead. In this case turn into the direction you want to move to start ceiling climbing.


    Feature: Climbing up vines

    To start climbing up vines hold the grab button when in front of a vine and hold the jump button to start climbing up.

    To stop climbing up just release the jump button. To stop climbing at all release the grab button.


    Feature: Configurable sneaking

    This mod allows to configure the standard sneaking via the configuration file. The sneaking speed can set and sneaking can be disabled at all.

    Additionally sneaking can be made togglable. When toggled on it can be toggled off by pressing the sneak button again. This also works while swimming or diving.


    Feature: Alternative Swimming and Diving

    This mod implements optional alternative swimming and diving behaviours.

    To dive jump into still water that is at least two blocks deep. Then press and hold the forward button to dive. To steer use your mouse.
    To swim stop holding the forward button and press and hold the jump button instead until you reach the surface. Then press and hold the forward button again to swim. To steer use your mouse again.
    To dive again stop pressing the jump button and direct your mouse toward the depths.

    When you are walking in one block deep water you can switch to diving by pressing the sneak and then the grab button. If you press the jump button before the grab button you will switch to swimming instead.

    When you are swimming or divind in one block deep water you can switch to walking by pressing the grab button.


    Feature: Alternative Flying

    This mod implements an optional alternative flying behaviour.

    It completely replaces standard flying and allows you to fly up and down via looking. The standard flying jump to raise, sneak to fall behaviour has been reimplemented and works similar to its standard flying counterpart.

    Alternative flying can be started and ended just like standard flying by double clicking the jump button.


    Feature: Charged jumps

    This mod implements optional, configurable charged jumps.

    To start charging press and hold the jump button while sneaking on the spot. To jump either release the jump button or stop sneaking. The default maximum charge jump height is two blocks.

    When you start moving while charging the charge will be lost.


    Feature: Wall Jumping

    This mod implements the possibility to wall jump from blocks.

    To wall jump from a block press jump while being airborne, release it, and press it again before hitting the block you want to wall jump from horizontally. When you collide with the block - while not falling too fast allready - a wall jump will be triggered.

    You can also head wall jump from a block instead by also pressing the grab button before hitting the block you want to wall jump from.

    To cascade your wall jumps just keep pressing jump. To break your cascade release jump. Hitting the ground or head wall jumping will also break the cascade.


    Feature: Head Jumps

    This mod implements the possibility to jump head first instead of head up.

    To head jump start sprinting and press the grab and the jump button. When the jump button is released you will jump, head first, with a angle depending on how long you pressed the jump button.

    Hitting ground while falling with your head first will damage you more than hitting ground with your feet first.


    Feature: Side & Back Jumps

    This mod implements the possibility to jump to the side or back while straightend on ground.

    To jump left double click the left button, to jump right double click the right button and to jump back double click the back button.

    You can also jump back-left and back-right by double clicking both relevant buttons at once.


    Feature: Climb Jumps

    This mod implements the possibility to jump up and back while free climbing.

    To jump up climb up as far as possible and click the jump button.

    To jump back stop climbing by releasing the forward button press the sneak button to hold the height release the grab button and click the jump button.

    You can also head jump back instead by not releasing the grab button after pressing the sneak button and before clicking the jump button.


    Feature: Sliding

    This mod implements ground sliding.

    To slide on the ground you have to start sprinting first. Then press the sneak button while pressing the grab button.

    Additionally you can start sliding from forward jumping or flying. Just hit the ground while pressing the sneak and the grab button.

    You will slide as long as the initial horizontal ground hitting speed and the ground spipperiness supports it. If the sneak button is still pressed when the sliding stops you start crawling instead.

    To stop sliding before it stops itself simple stop pressing the sneak button.


    Feature: Faster Sprinting and Exhaustion

    This mod implements a faster, optional, configurable sprinting and exhaustion behaviour. It is merged with the standard minecraft sprinting and hunger behavior.

    To sprint you have to move forward and click and hold the sprint button (default "TAB"). Sprinting is currently possible for walking, swimming diving, crawling, and climbing.
    Sprinting optionally causes exhaustion and will automatically end when a certain configurable threshold is reached.

    To change this default sprint button visit Minecrafts "Options"/"Controls" menu.


    Feature: Crawling

    This mod implements an optional crawling movement to fit through 1x1 passages.

    To crawl you have to press the grab and the sneak button. When climbing would be possible at you current position and direction you might start climbing instead. To avoid this press the sneak button before the climb button to ensure to start crawling. When crawling you can release the grab button.

    You can also free climb while crawling. Just move to the related edge press grab and move forward towards it.

    Additionally you can free climb into a crawlable gap. Just press sneak while you climb up and you will end up crawling in the first crawlable gap along your climb path.

    Crawling can be made togglable via the configuration file. When toggled on it can be toggled off by pressing the sneak button again to enter sneaking of by pressing the jump button to stand up immediately.


    Feature: Configurability

    This mod changes the behaviour of its features depending on the content of the configuration file "smart_moving_options.txt" in the ".minecraft" directory of your minecraft installation.

    Currently the difficulty levels "Easy", "Medium" and "Hard" are configured. You can switch between those in-game by pressing F9 (the exact button can be changed too)

    More information about the configuration of this mod is included in its readme and option files.

    Previous option files like "smart_climbing_options.txt" and "smart_ladder_climbing_speed_options.txt" are still accepted but their content is eventually overridden by the content of existing more actual option files.

    If no option files are present at all, the default option values (all features, default configuration) will be used.
    If an option is not present in the files, the corresponding default value will be used.
    The option "move.options.version" will be used for cross version compatibility.


    Previous Versions:

    Previous Versions (for Minecraft 1.8)

    Version 16.2
    Added license information and improved core code simplicity and robustness: Download from Mediafire or Dropbox

    Version 16.1
    Merged SmartCore mod into SmartMoving mod, fixed overly fast limb movement of remote players, placing blocks at chests by pressing the sneak button while not standard sneaking and added dependency to PlayerAPI core 1.3 or higher: Download from Mediafire or Dropbox

    Version 16.0.1
    Improved handling of enhanced third party armor models: Download from Mediafire or Dropbox

    Version 16.0
    Upgraded to Minecraft version 1.8, lost ceiling climbing configurability and a lot of compatibilites: Download from Mediafire or Dropbox

    Previous Versions (for Minecraft 1.7.10)

    Version 15.6

    Added license information and improved core code simplicity and robustness: Download from Mediafire or Dropbox

    Version 15.5
    Added compatibility to minecraft forge version "10.13.3.1395-1710ls": Download from Mediafire or Dropbox

    Version 15.4
    Merged SmartCore mod into SmartMoving mod, fixed support for Carpenter’s Blocks ladders, overly fast limb movement of remote players, placing blocks at chests by pressing the sneak button while not standard sneaking and added dependency to PlayerAPI core 1.3 or higher: Download from Mediafire or Dropbox

    Version 15.3
    Improved handling of enhanced third party armor models: Download from Mediafire or Dropbox

    Version 15.2
    Removed proprietary sprint button and added categories to remaining buttons: Download from Mediafire or Dropbox

    Version 15.1
    Upgraded to Minecraft version 1.7.10: Download from Mediafire or Dropbox

    Previous Versions (for Minecraft 1.7.2)

    Version 15.0.1

    Fixed support for Carpenter’s Blocks ladders: Download from Mediafire or Dropbox

    Version 15.0
    Removed ModLoader, Bukkit and Standalone support, splitted up Smart Moving to multiple mods and upgraded to Minecraft version 1.7.2: Download from Mediafire or Dropbox

    Previous Versions (for Minecraft 1.6.4 and earlier)

    Version 14.6.1 (for Minecraft 1.6.4)
    Download from Mediafire or Dropbox

    Version 14.4.1 (for Minecraft 1.6.2)
    Download from Mediafire or Dropbox

    Version 14.0 (for Minecraft 1.5.2)
    Download from Mediafire or Dropbox

    Version 13.8 (for Minecraft 1.5.1)
    Download from Mediafire or Dropbox

    Version 13.3 (for Minecraft 1.5)
    Download from Mediafire or Dropbox

    Version 13.1 (for Minecraft 1.4.7)
    Download from Mediafire or Dropbox

    Version 11.12.1 (for Minecraft 1.4.6)
    Download from Mediafire or Dropbox

    Version 11.10 (for Minecraft 1.4.5)
    Download from Mediafire or Dropbox

    Version 11.6 (for Minecraft 1.4.4)
    Download from Mediafire or Dropbox

    Version 11.5 (for Minecraft 1.4.2)
    Download from Mediafire or Dropbox

    Version 11.3 (for Minecraft 1.3.2)
    Download from Mediafire or Dropbox

    Version 9.5 (for Minecraft 1.2.5)
    Download from Mediafire or Dropbox

    Version 7.5 (for Minecraft 1.2.4)
    Download from Mediafire or Dropbox

    Version 7.2 (for Minecraft 1.2.3)
    Download from Mediafire or Dropbox

    Version 6.13 (for Minecraft 1.1)
    Download from Mediafire or Dropbox

    Version 6.5 (for Minecraft 1.0)
    Download from Mediafire or Dropbox


    Fan Content and References

    A Map Collection established by baeshra.

    An Homage Map to the game Mirror's Edge requiring this mod.

    A Parkour Map created by Bloxcraft.

    A very good Parkour Map created by Binix and it's also very good antecessor

    A Tutorial/Challenge Map created by Blue_Legion.

    A Challenge Map published by JetfireBlack.

    A Training course created by George3636.

    A Quest Map created by black00ut.

    An Obstacle Course created by cavesticks12.

    A Challenge Map created by Random_Asian and its slightly less difficult antecessor.

    A Tutorial Course created by LaBarata.

    The huge Parkour of Range published by TheNewbiesMines.

    A vertical Parkour Map made by Sushin.

    A slightly dark Parkour Map made by 8bitspartan1441.

    A Training Course made by xDizasteRx.




    Videos:

    Review and Smart Moving 1.6.2 installation tutorial made by Revolver0125:


    Mod review and installation tutorial in spanish provided by Unrecord:


    Mod review and installation tutorial in french provided by clem1999:


    Showcase video and Smart Moving 1.2.5 multiplayer tutorial made by SCMowns:


    Smart Moving 1.4.7 Mac installation tutorial made by MinecraftCookiesModding:




    More videos:

    Show off video made by The_Cawkav:


    Christmas video made by Yogpod:


    Action video made by EpicWeirdoKid:


    Mod review in italian provided by VentilaX:



    Other Videos:

    Smart Moving 1.0.0 multiplayer tutorial made by Dr_Breadgun:


    MC Mod Showcase made by MinecraftToday:


    minecraft SMART MOVING MOD spotlight made by MegaGhostSpy:


    Mod Spotlight made by twistedright:


    Mod Review made by OhmightyMagpie:


    Mod Review made by JKapFilms:



    Mod Spotlight made by DigitalPork:


    Showcase video in polish made by PolskiPingwin:


    Older Videos:

    Superman parody made by ukjamietuk:m

    Demonstration video made by Failboat103:


    Best Minecraft Beta 1.7.3 Mods made by minecraftturtle:


    Demonstraction video made by MCModSpotlight suggested by Fredward:



    Posted in: Minecraft Mods
  • View Tamaized's Profile

    4

    Oct 2, 2016
    Tamaized posted a message on Dead Mod

    Dead Mod

    Posted in: Minecraft Mods
  • View sp614x's Profile

    4541

    Apr 8, 2011
    sp614x posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Hello everybody,


    This mod adds support for HD textures and a lot of options for better looks and performance.

    Doubling the FPS is common.


    You can follow the OptiFine development here: reddit.com/r/OptiFine, [email protected] or http://optifog.blogspot.com.

    Resources: translations, documentation, issue tracker.


    Get the Magic Launcher for easy mod installation, compatibility checking and more.


    Donate to OptiFine and receive the OptiFine cape as a sign of your awesomeness.

    The cape is visible to everyone using OptiFine. Thank you for being awsome.


    Download OptiFine

    Get all OptiFine versions here: optifine.net

    Features


    • FPS boost (examples) - doubling the FPS is common - decreases lag spikes and smooths gameplay
    • Support for HD Textures (info) - HD textures and HD fonts (MCPatcher not needed) - custom terrain and item textures - animated terrain and item textures - custom HD Font character widths - custom colors - custom block color palettes - custom lighting - unlimited texture size
    • Support for Shaders (info) - based on the Shaders Mod by Karyonix
    • Dynamic Lights - allows handheld and dropped light emitting items to illuminate the objects around them. It is similar, but not related to the Dynamic Lights mod
    • Variable Render Distance (example) - from Tiny to Extreme (2 x Far) in 16m steps - sun, moon and stars are visible in Tiny and Short distance
    • Configurable Smooth Lighting (examples) - from 1% - smooth lighting without shadows - to 100% - smooth lighting with full shadows
    • Performance: VSync Synchronizes framerate with monitor refresh rate to remove split frames and smooth gameplay
    • Smart Advanced OpenGL - more efficient, less artifacts - Fast - faster, some artifacts still visible - Fancy - slower, avoids visual artifacts
    • Fog control - Fog: Fancy, Fast, OFF - Fog start: Near, Far
    • Mipmaps (examples) - Visual effect which makes distant objects look better by smoothing the texture details - Mipmap level - OFF, 1, 2, 3, Max - Mipmap type - Nearest, Linear
    • Anisotropic Filtering (examples) - Restores details in mipmapped textures - AF level - OFF, 2, 4, 8, 16 (depends on hardware support)
    • Antialiasing (examples) - Smooths jagged lines and sharp color transitions - AA level - OFF, 2, 4, 6, 8, 12, 16 (depends on hardware support)
    • Better Grass Fixes grass blocks side texture to match surrounding grass terrain
    • Better Snow (examples, credit) Fixes transparent blocks textures to match surrounding snow terrain
    • Clear Water (examples) Clear, transparent water with good visibility underwater
    • Custom Sky (info) Use custom textures for the day and night skies. Multiple layers, blending options, time configuration.
    • Random Mobs Use random mob textures if available in the texture pack
    • Connected Textures (examples) Connects textures for glass, glass panes, sandstone and bookshelf blocks which are next to each other.
    • Natural Textures (examples, idea) Removes the gridlike pattern created by repeating blocks of the same type. Uses rotated and flipped variants of the base block texture.
    • Faster Math Uses smaller lookup table which fits better in the L1 CPU cache
    • FPS control - Smooth FPS - stabilizes FPS by flushing the graphics driver buffers (examples) - Smooth Input - fixes stuck keys, slow input and sound lag by setting correct thread priorities
    • Chunk Loading Control - Load Far - loads the world chunks at distance Far, allows fast render distance switching - Preloaded Chunks - defines an area in which no new chunks will be loaded - Chunk Updates per Frame - allows for faster world loading - Dynamic Updates - loads more chunks per frame when the player is standing still
    • Configurable Details - Clouds - Default, Fast, Fancy - Cloud Height - from 0% to 100% - Trees - Default, Fast, Fancy - Grass - Default, Fast, Fancy - Water - Default, Fast, Fancy - Rain and Snow - Default, Fast, Fancy - Sky - ON, OFF - Stars - ON, OFF - Sun & Moon - ON, OFF - Depth Fog - ON, OFF - Weather - ON, OFF - Swamp Colors - ON, OFF - Smooth Biomes - ON, OFF - Custom Fonts - ON, OFF - Custom Colors - ON, OFF - Show Capes - ON, OFF (supports HD capes)
    • Configurable animations - Water Animated - OFF, Dynamic, ON - Lava Animated - OFF, Dynamic, ON - Fire Animated - OFF, ON - Portal Animated - OFF, ON - Redstone Animated - OFF, ON - Explosion Animated - OFF, ON - Flame Animated - OFF, ON - Smoke Animated - OFF, ON - Void Particles - OFF, ON - Water Particles - OFF, ON - Rain Splash - OFF, ON - Portal Particles - OFF, ON - Dripping Water/Lava - OFF, ON - Terrain Animated - OFF, ON - Items Animated - OFF, ON
    • Fast Texturepack Switching Switch the current Texturepack without leaving the world
    • Fullscreen Resolution Configurable fullscreen resolution
    • Debug - Fast Debug Info - removes lagometer from debug screen - Debug Profiler - removes profiler from debug screen
    • Time Control Default, Day Only or Night Only - works in only in Creative mode
    • Autosave - Configurable Autosave interval - A fix for the famous Lag Spike of Death

    Editions


    Even Older Versions

    Even older versions of OptiFine are available in the OptiFine history.

    If you have previously used MCPatcher for HD Textures, HD Fonts or Better Grass (important)

    Follow these steps to prevent a possible "Black Screen" problem when installing OptiFine:

    1. Temporarily revert back to the Default Texture Pack.

    2. Uninstall the HD Textures, HD Fonts, and Better Grass mods from the MCPatcher. These functions are included in OptiFine.

    3. Set Graphics to Fancy

    4. Install OptiFine and test with the Default Texture Pack to make sure everything is working.

    5. Select your previous texture pack and graphics settings

    6. Run Minecraft and enjoy

    Compatibility with other mods

    When installing OptiFine together with other mods always make sure to install OptiFine last. The only exception are mods which are designed to be installed after OptiFine and say so in their install instructions.

    If you need ModLoader: Install OptiFine AFTER ModLoader.

    If you need Forge: Install OptiFine AFTER Forge.

    MCPatcher is NOT needed for HD textures, HD fonts and BetterGrass, they are included in OptiFine. Install OptiFine without MCPatcher's HD features for best performance.

    If you need DynamicLights (ModLoader edition): Install OptiFine AFTER DynamicLights.

    Compatible with: ModLoader, Forge, SinglePlayerCommands, TooManyItems, PlasticCraft, CJB's Modpack, Zan's Minimap, Rei's Minimap, DynamicLights, GLSL Shaders 2, LittleBlocks and many other.

    Not compatible with: CCTV, The Aether.

    Installation


    For Minecraft 1.6.2 and newer

    A. Simple (for OptiFine 1.6.2_C4 and newer)

    - Double-click the downloaded JAR file and the OptiFine installer should start

    - Click "Install" and OptiFine will be installed in the official Minecraft launcher with its own profile "OptiFine"

    - Start the official launcher and play

    B. Easy

    - Use the official launcher to download and start once Minecraft 1.6.2.

    - Double-click the downloaded JAR file and the OptiFine installer should start

    - Click "Extract" and save the OptiFine MOD file

    - Start Magic Launcher

    - Click "Setup"

    - Select Environment "1.6.2"

    - Click "Add" -> select the OptiFine MOD file

    - Click "OK"

    - Login and play

    C. Complex

    - Use the official launcher to download and start once Minecraft 1.6.2.

    - Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")

    - Go in subfolder "Versions"

    - Rename the folder "1.6.2" to "1.6.2_OptiFine"

    - Go in the subfolder "1.6.2_OptiFine"

    - Rename "1.6.2.jar" to "1.6.2_OptiFine.jar"

    - Rename "1.6.2.json" to "1.6.2_OptiFine.json"

    - Open the file "1.6.2_OptiFine.json" with a text editor and replace "id":"1.6.2" with "id":"1.6.2_OptiFine" and save the file

    - Copy the files from the OptiFine ZIP file in "1.6.2_OptiFine.jar" as usual (you can use the 1.5.2 instructions for this) and remove the META-INF folder from "1.6.2_OptiFine.jar".

    - Start the official launcher

    - Click "Edit Profile" - Select "Use version:" -> "release 1.6.2_OptiFine"

    - Click "Save Profile"

    - Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.

    Installation for Minecraft 1.6.2 with Forge

    A. Easy

    - Use the official launcher to download and start once Minecraft 1.6.2.

    - Use the Forge installer to install Forge

    - Use the official launcher to start once Minecraft with the Forge profile.

    - Start Magic Launcher

    - Click "Setup"

    - Select Environment "Forge9.10.X.Y"

    - Click "Add" -> select the OptiFine ZIP file

    - Click "Advanced"

    - In the field "Parameters" add "-Dfml.ignorePatchDiscrepancies=true"

    - Click "OK"

    - Login and play

    B. Simple (for OptiFine 1.6.2_C4 and newer)

    - Put the OptiFine JAR file in the Forge "mods" folder

    - Start Minecraft and Forge should automatically load OptiFine

    B. Complex (not working for Forge #780 and #781)

    - Use the official launcher to download and start once Minecraft 1.6.2.

    - Use the Forge installer to install Forge

    - Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")

    - Go in subfolder "Versions"

    - Go in subfolder "Forge9.10.X.Y"

    - Copy the files from the OptiFine ZIP file to "Forge9.10.X.Y.jar" as usual (you can use the 1.5.2 instructions for this) and remove the META-INF folder from "Forge9.10.X.Y.jar".

    - Start the official launcher

    - Select profile "Forge"

    - Click "Edit Profile"

    - Select the checkbox "JVM Arguments" and in the field next to it add "-Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true"

    - Click "Save Profile"

    - Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.

    For Minecraft up to 1.5.2

    If possible start with a clean minecraft.jar and check the mod compatibility section above.

    A. Easy Installation

    1. Download and start the Magic Launcher

    2. Click Setup, click Add, select the downloaded zip file

    3. Click OK, login and play Minecraft

    B. Manual Installation

    Windows/Linux Instructions:

    1. Locate your minecraft.jar file. On Windows, it's in %APPDATA%/.minecraft/bin

    2. Create a backup of minecraft.jar

    3. Open minecraft.jar in an archive editor (WinRar/7-Zip/etc)

    4. Delete the META-INF folder.

    5. Copy (drag and drop) the .class files from the downloaded zip file into the jar file, replacing previous files.

    6. Run Minecraft and test!

    Mac Instructions:

    1. Locate your minecraft.jar file. On Mac, it's in /Library/Application Support/minecraft/bin

    2. Create a backup of minecraft.jar

    3. Rename minecraft.jar to minecraft.zip and double-click it to extract the contents

    4. Rename the resulting folder to minecraft.jar and open it

    5. Copy the .class files from the downloaded zip into the minecraft.jar folder, replacing previous files

    6. Run Minecraft and test!

    Please test and report back, include CPU, GPU and FPS before/after. Feedback is always welcome.


    Copyright

    The mod OptiFine is Copyright © 2013 by sp614x and the intellectual property of the author. It may be not be reproduced under any circumstances except for personal, private use as long as it remains in its unaltered, unedited form. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited and a violation of copyright.
    Posted in: Minecraft Mods
  • View MrCompost's Profile

    899

    Jun 16, 2012
    MrCompost posted a message on The Betweenlands ~ A dark, hostile environment...
    The Betweenlands





    The Betweenlands is a mod developed by the Angry Pixel modding group. This large and expansive mod adds a whole new dimension with a plethora of exciting new content that offers an exciting and challenging survival experience.

    The Betweenlands dimension is a dark and mysterious realm where strange, monstrous creatures roam amongst the remnants of a long lost civilisation. Do you dare to explore?

    Features include -
    • A complete independent survival experience with hours of gameplay
    • A whole new dimension to survive in
    • Many new creatures and monsters to fight
    • Bosses to defeat
    • Plenty of unique biomes and structures to explore and loot, from towering fortresses to scattered underground ruins
    • An extensive herblore system that allows you to create over 30 unique infusions from 14 different aspects found in plants
    • A unique farming system with several new crop types
    • Over 300 new blocks to build with, including various machine blocks and a whole lot of plant life
    • Over 350 new items, including lots of unique weapons and loot, complete tool and armour sets, plenty of food items, new raw materials, scraps of lore and more
    • Over 250 new sounds, including 7 immersive ambient tracks and 33 music tracks
    • Lots of new mechanics, including food sickness, corrosion of tools, decay of the player, and a combat circle revolving around 3 new gem items
    • Randomly occurring events, including changes in the weather as well as sometimes more supernatural occurrences
    • Special built-in custom shader effects to make the worlds look even prettier
    • Multiplayer compatibility so you can survive with your friends
    • ...and much, much more!
    More information can be found on the mod's CurseForge page and on the official wiki.




    The Betweenlands download



    LINKS-

    The Betweenlands on CurseForge
    The Betweenlands repository on Github
    For frequent news and updates, follow @BetweenlandsDev on Twitter
    Feeling a bit overwhelmed by all the new stuff? The official wiki for the mod can be found here!


    https://discord.gg/cMrr7Dr
    We now also have an official Discord server for The Betweenlands where you can hang out and maybe chat with the developers (we're usually around).Come drop by and say hi!




    Posted in: Minecraft Mods
  • View FireandIceMod's Profile

    198

    Aug 9, 2015
    FireandIceMod posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update



    For hundreds of years, Dragons have roamed the lands of the Known World. They are not simply pests and menaces, but the main cause of the loss of many lives. Only a brave few can slay a dragon. Even less can tame one.


    Welcome, to Ice and Fire.


    Ice and Fire is a mod created by both Raptorfarian and Alexthe666, which hopes to give you a true dragon experience. Currently, Dragons have two types, Ice and Fire. Fire Dragons breathe fire and roam most of the habitable world, whilst Ice Dragons inhabit the coldest places known to man and freeze their prey to death. Both kinds of dragons spawn naturally as adults. Now that both the ice and fire dragons are in we will be focusing on adding new creatures to the mod.



    Ice and Fire aims to bring to you a revolutionary dragon experience. It allows role players and mod pack makers, access to all thebasic and advanced needs of a dragon hunter and/ or tamer. These
    include, but aren't exclusive to:


    Dragon skeletons - these can be found in desert biomes and can be used to collect a few bones


    Dragon roosts and caverns - where you can fight dragons and find grand treasures


    Dragon eggs - which can be found in dragon caves


    Dragon taming and riding - mount up your tamed dragons and even armour them


    Dragon equipment - craft tools and weapons from dragon bones and armours from dragon scales


    Bestiary - for collecting and learning information with regards to dragons


    Additionally now the that the fire and ice dragons are in we will be aiming to perform necessary bug fixes and balance changes in addition to adding new mythical creatures.





    https://images-ext-2.discordapp.net/external/KzE7IjYh2aNux-c_hU_LHgmtjROhHSuMI0D2P9UtZw8/https/i.imgur.com/FdeTevnr.png?width=1292&height=675


    https://gfycat.com/gifs/detail/DistantSameIzuthrush

    https://gfycat.com/MadeupTediousHarrierhawk















    Q. What inspired you to make this mod?

    Alex666: A. Never have I ever seen a mod represent dragons like I want them. They are always hexapodedal, or they are small or the models are straight up unsatisfying.


    Raptorfarian:
    A. I've always wanted to have a dragon mod where you had dragons which could be found guarding treasure, hunting farm animals or hunting you. After a long time waiting for the greatly anticipated Red Dragon. I'd had enough and decided to take my 2 years of Minecraft modelling experience to make the dragon mod I've always wanted


    Q. Will there be other types of dragons/creatures?

    A. We will do additional fantasy creatures that aren't necessarily dragons.


    Q. Do you plan on adding other dragon elements e.g. Earth and Lightning?

    A. We feel this concept is slightly over used with elements such as Earth and Lightning being potentially more useful and creative if used in conjunction with other creatures. Also The Ice and Fire, Earth and Lightning Mod doesn't have the same ring to it.


    Q. Do Dragons come in different colours?

    A. Dragons come in 4 different colours per species, and the color darkens as they grow older.


    Q. Where are Dragons to be found?

    A. Dragons can be found sleeping in caves surrounded by treasure or out hunting for food in their home biome. Fire Dragons are found in extreme hills while Ice Dragons can be found in ice plains and ice spike plains.


    Q. Are you able to tame dragons?

    A.Dragon taming is planned to be a large part of the mod. Dragons are tamed from obtaining an egg from a stage 4 or 5 dragons (stages will be explained next question). Eggs can then be hatched by heating with fire (fire
    dragon) or freezing in a block of ice (ice dragon). You will then have to raise the baby to adult hood. Be cautious however abuse of your dragon may result in it going rogue.


    Q. What are dragon stages?

    A. The Dragons in our mod slowly grow over time each stage marks a significant change in the dragon after a certain amount of growth. Stages represent a change in colour, horn size, eye shape, diet and abilities of the dragon. As dragons progress in the stage they typically become darker, their wing membrane increases in size allowing flight which starts at stage 3 and develop their characteristic breath at stage 2. At younger stages dragons will only eat rabbits and chickens and as they grow so will the size and quantity of their prey required to sustain them. As dragons go up in rank they unlock new abilities and/or their previous abilities increase in strength. The final dragon rank is
    stage 5 which are truly monstrous in size. Only the best Dragon hunters go after those.


    Q. Are Dragons ridable?

    A. Duh, of course.


    Q. What sort of loot can be obtained from Dragons?

    A. Dragon caves if found are filled with piles of treasure which can be harvested for gold and occasionally rare gems and items. The Dragons themselves drop scales and bones. Scales can be crafted into armour the colour of which is determined by the dragon and provides and protection bonus against its corresponding type. Bones can be crafted into powerful swords and bows. Dragon Head trophies can also be obtained and of course lots of EXP.


    Q. What sort of attacks that Dragons have?


    A.Dragons have a large number of attacks. Initially, dragons will only be able to attack by biting at stage 1 though are more likely to run away. At stage 2 they unlock fire/ ice stream. Stream attacks are a gout of flames or ice. Fire stream burns the target and lights the ground it touches with dragon flame ( a faster-burning version of fire). Ice stream slows the target and deals a smaller amount of damage, it also places dragon ice (a more blue form of ice that stacks like snow) and shards of dragon ice which deal damage. At later stages, the size, length and range of the streams will increase. Fire streams being likely to burn down forests while Ice streams being able to completely encase you at later stages. At stage 3 they unlock their next two attacks which come with flight. Swoop and Fire/Ice blast. Swoop is where a dragon will swoop down at the player picking them up then dropping them. Fire blast is an explosive shot which breaks blocks and spreads dragon flame on the ground. While Ice blast will turn blocks into ice and encase the area in a chunk of dragon ice and ice shards.


    Q. What's the most effective method of killing Dragons?

    A.The best way to take on a dragon is with preparation. You will require a lot of potions and golden apples. To take on the later stage dragons. The best equipment is dragon bone weapons along with armour of the corresponding type. Want to take on a fire dragon. Come wearing fire dragon scale armour and with fire resistance potions and weapons
    enchanted with frost aspect (applies slows onto the target and increases damage vs creatures with fire resist) . When facing an ice dragon take ice dragon scale armour, swiftness potions to counter the snowing effects and weapons enchanted with fire aspect. Fire Dragons are immune to fire and Ice Dragons are immune to slows. Both also have a natural resistance to poisons. Fortunately for you finding dragons above stage 3 hunting in the wilds is a rare sight.



    See here for download.

    https://minecraft.curseforge.com/projects/ice-and-fire-dragons-in-a-whole-new-light


    Note the mod also requires this LLib for 1.11.2: https://minecraft.curseforge.com/projects/llibrary/files/2478635


    Note the mod also requires this LLib for 1.10.2: https://minecraft.curseforge.com/projects/llibrary/files/2370377 And the latest recommended version of 1.10.2: https://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.10.2.html

    -Added Hippogryphs. Search for them in mountainous biomes and tame them!


    -Added Gorgons. DON’T LOOK INTO THEIR EYES. (thanks to Zyanna for the structure)


    -Added Pixies. Find their villages in roofed forests!


    -New dragon textures for both fire and ice dragons


    -New dragon sounds for both fire and ice dragons


    -New dragon Flight AI


    -Dragons now defend their owners


    -Dragon strike now works


    -Dragons are now angry balls of rage again


    -New Dragon Staff Texture


    -Added Chinese Translations


    -Nerfed dragon shake attack


    -New block textures for gold and silver piles


    -New block sounds for gold and silver piles


    -new block textures for frozen blocks


    -Added frozen splinters block


    -Fire and Ice dragons will now turn wooden blocks into ash or frozen splinters, respectively.


    -Changes to oredictionary definitions


    -Fixed Sponge Forge Snow VIllager Crash


    -Larger dragons now articulate their legs on uneven ground(thanks Paul101)


    -New Achievements


    -Lecterns can be placed on half blocks


    -Edited spawn rates a bit.


    -Fixed Silver Ore not obeying the config


    -Fixed Podium and Lectern deleting inventory


    -Fixed Ice dragons only being female


    -Fixed dragons causing soft crash


    -Fixed spelling/grammar in bestiary



    A note on crafting and using the bestiary:

    1- Find a dragon roost and loot one of the chests for manuscripts.


    2- Craft a bestiary using 3 manuscripts in the configuration below.

    3 -Then open the bestiary as if you were reading a book, and use the introduction section to learn how to improve it further.




    Head coder and animator for Ice and Fire
    Other projects include: Fossils and Archaeology Revival Mod / It's about time mod /Biome Reactors

    Chief model and texture designer for Ice and Fire
    Other projects include: Fossils and Archaeology Revival Mod / Avatar the lastblockbender (discontinued)



    Reviews:




    Guides:

    Thank you for reading and I hope you enjoy the mod!


    WARNING: any request for a 1.7.10 version will result in being reported for spamming.


    Please refrain from messaging this profile as it is not checked for messages, it is merely a shared account for this mod.


    p.s.
    Yes, we know they are Wyverns technically, however wyverns are defined as being a type of dragon. Plus ours do not spit poison like wyverns do in some mythologies.


    Discord

    Image result for discord logo

    Posted in: Minecraft Mods
  • View Mythic_Menagerie_Mod's Profile

    10

    Jan 21, 2017
    Mythic_Menagerie_Mod posted a message on Mythical Beings Mod [1.8] Tons of crazy new mobs!
    Mythical Beings Mod

    This is the mythical beings mod it adds in a ton of new weird mobs, items, and more to minecraft!
    Here is some of the already finished things we have added!

    Note: While we want to include all the things shown in this thread some may not be able to be included in initial release!

    MOBS
    Stone Guardian

    This is what it looks like regularly but when it accepts you as being your protector when you give it an amulet it looks like this


    Kodama



    The kodama is not fond of players and will grow to a massive height if you get too close!


    Ghosts

    So far there are two ghosts the


    Regular Ghost:

    Ghost Girl:


    Ahool

    The ahool is kinda like a giant bat When/if you get too close to the ahool it will start to rapidly damage you unless you tear its wings with a clawed glove


    Cactsis



    This little cactis is shy, but it can be tamed with a flower :)
    When the cactsis hides from you When the cactsis hides


    Mogwai

    Mogwai is only active during the night other wise he is asleep! it can be tamed only while active (night time) with a cinnamon roll


    Dragons

    Wyvern


    Caly


    Normal

    Hidden


    Stone Golem



    Baka Kujira


    FLYING WHALE?!


    Dwarf


    Variate with trades and skin/classification


    Myconids


    SMALL

    NORMAL

    LARGE


    Elf


    Variate like the Dwarf and Villager and have different trades


    Fishman


    They walk and look like fish... so thats cool


    Items



    Player Classes

    Choose one of 7 classes for your player specification!





    THE TEAM

    Code:
    SoggyMustache (George Kazanjian)

    Models & Art:

    merlinianhier

    keaka1999

    fluffy taco

    Knightworm

    ZaidEmpire
    Posted in: WIP Mods
  • View The_Fireplace's Profile

    10

    Oct 3, 2016
    The_Fireplace posted a message on Overlord - Raise and command an army of skeletons

    Raise armies of skeletons to defend your base, or go to war with other players!

    Along with the ability to raise armies, Overlord also includes:

    • An unlimited levelling system in which your skeleton warriors get faster and stronger as they gain levels
    • An alliance system to allow alliances between players
    • Multiple AI modes for your skeletons' attacks and movement, which you can configure per-skeleton or army-wide.
    • Advancements!
    • Possibly a fun easter egg or two.

    Check out my official addon, Mechanical Soldiers.


    This mod adds a guide book in-game, as long as you install Guide API.

    Old guide(is not up-to-date):


    The very first thing you'll want to do is craft either the Overlord's Stamp(these are cheap, and one-time use) or the Overlord's Seal(more expensive, but unlimited uses, and can control whole army's AI).

    Overlord's Stamp(Any dye will work):

    Overlord's Seal(1.11.2+):

    Overlord's Seal(1.11-):

    Next, you need to hold the Seal/Stamps and right click with it to claim it/them as yours. It will gain the glowy enchanted effect.

    About the Skeletons:

    Baby Skeleton:

    The weakest skeleton type. Only has 8 health, is able to equip armor and a weapon, can only use melee attacks.

    Converted Skeleton:

    A mid-level skeleton. Has 20 health, can equip armor and weapons, is able to use a bow, has a 9 slot inventory, and is able to equip Augments.

    Skeleton Warrior:

    The most powerful skeleton in the base mod. Health starts at 16, and increases with level. Can equip armor and weapons, can use a bow, has a 9 slot inventory, is able to equip Augments, and most importantly, can level up, which increases health, speed, attack power, and step volume.

    To make a Baby Skeleton:

    Start off by making a Baby Skeleton Maker.

    You have several items you need to put in the Baby Skeleton Maker:

    • 16 bones(configurable amount)
    • 1 milk bucket
    • 1 Overlord's Seal/Stamp. (Make sure you have claimed it first, or the Baby Skeleton won't obey you)
    • Any equipment you want your Baby Skeleton to be wearing when it spawns(You can change its equipment at any time)
    • A skinsuit, if you want your Baby Skeleton to have it when it spawns

    To make a Skeleton Warrior:

    Start off by making the Skeleton Warrior Maker.

    You have several items you need to put in the Skeleton Maker:

    • 32 bones(configurable amount)
    • 2 milk buckets(it will store the milk in its internal tank and give you back empty buckets)
    • 1 Overlord's Seal/Stamp. (Make sure you have claimed it first, or the Skeleton Warrior won't obey you)
    • Any equipment you want your Skeleton Warrior to be wearing when it spawns(You can change its equipment at any time)
    • An augment, if you want your Skeleton Warrior to have it when it spawns
    • A Skinsuit, if you want your Skeleton Warrior to have it when it spawns

    To make a Converted Skeleton:

    Note: This is the same process as curing a Zombie Villager, but done on a Skeleton.

    1.) Make sure it has the weakness potion effect.

    2.) Right Click it with a Golden Apple

    3.) Wait 2 to 8 minutes for the process to complete

    The converted Skeleton will be much like a Skeleton Warrior, except it cannot gain experience and level up.

    Powering up your Skeleton Warriors:

    To make your Skeleton Warrior more powerful, you have two options.

    1.) Milk:

    First, right click it to open the Skeleton Warrior GUI.

    Then, put Milk Buckets or Bottles in its inventory, and it will drink them. The higher its level gets, the more milk it will take to level it up.

    2.) Combat

    Your Skeleton Warrior will draw in XP from defeated mobs, and can gain levels that way.


    Healing your Skeletons:

    If your Skeleton has been hurt in combat, don't worry, it can be healed. Just shift+right click it while holding a Milk Bucket, or throw a Milk Bottle at it.

    Alternatively, you can level it up, and it will fully heal then.

    Another method of healing, for Skeleton Warriors, is to give them an item that grants a Regen augment.

    AI Modes:

    Movement:

    • Stationed - Your warrior will not move or melee attack.
    • Follower - Your warrior will follow you around, much like a pet Wolf does.
    • Wander Area - Your warrior will wander in a 32 block radius of where it is standing when this AI is assigned

    Attacks:

    • Aggressive - Your warrior will attack every potential threat. Non-allied players, mobs, and anything that attacks it, and anything you attack.
    • Defensive - Your warrior will fight off mobs and anything that attacks it or you.
    • Passive - Your warrior goes full pacifist and won't attack anything, even if it is attacked.

    Skinsuits:

    Want your Skeleton Warrior to look more like a player? How about preventing it from burning in sunlight? Make a skinsuit for it, and you can accomplish both.

    To create a skinsuit, it takes a full set of leather armor, 2 rotten flesh, a red dye, green dye(cactus green), and blue dye(lapis lazuli). The shape doesn't matter.

    If you want it to be any skin other than Steve, you need to then put the item in an Anvil and name it the player name you want the skin from. It is case sensitive.

    To apply the skinsuit to a Skeleton Warrior, Shift+Right Click it while holding the Skinsuit.

    To remove a skinsuit from a Skeleton Warrior, Shift+Right Click it while holding Shears.

    Augments:

    Augments are items that give your units special bonuses. Baby Skeletons cannot have augments.

    List of augments:

    • Iron Ingot - Gives the unit Resistance
    • Obsidian - Gives the unit Resistance, Slowness, and (if burning) Fire Resistance
    • Anvil - Makes the unit fall quickly, and injure anything it lands on. Also grants Resistance.
    • Cake - It's Party Time! Units launch fireworks on level up.
    • Golden Apple - Slow health Regen
    • Enchanted Golden Apple - Fast Health Regen
    • Wither Skeleton Skull - Gives attacks the Wither effect, and adds Fire Resistance if needed

    Btw, the cake was a lie.


    Downloads:

    Download mirror

    Spotlights:


    Screenshots:


    Imgur album

    A lot of skeleton warriors dressed as crusaders


    The skeleton warrior gui


    The skeleton maker gui


    The Baby Skeleton Maker gui


    The Baby Skeleton gui


    The achievement page


    The alliance commands


    Overlord's Seal gui(where you control your whole army's AI at once)


    Some Skeleton Warriors in Skinsuits


    A few more skeleton warriors dressed as crusaders

    Contact:

    Feel free to contact me with feature requests, questions about the mod, bug reports, or pretty much anything else mod-related.

    If you have a bug or crash to report, please use the issue tracker. If it is anything else, here are other ways to contact me.

    Twitter

    Discord

    CurseForge

    Minecraft Forum


    Check out my other mods:


    Adobe Blocks 2

    Fire's Random Things

    Time HUD

    Nether Essence

    More Anvils

    In-Game Account Switcher

    Fluidity

    Real Stone Tools

    Command Keybindings

    Simply Caterpillar

    Fire's Clay Spawn

    Mob Rebirth

    Rabbits Breed Like Rabbits

    New Age Bee Breeding (NABB)

    Hacker Voice: I'm In (HVII)

    Bedrock Replacer

    UHC-Compass

    Posted in: Minecraft Mods
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