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    posted a message on Can someone tell me if there is a resource pack for mobs to look like animated rigs.

    For people in the future reading this:
    There is a resource pack called Fresh Animations which is the most similar to what I was looking for.

    Posted in: Resource Pack Discussion
  • 1

    posted a message on Custom end sky.

    Update for anyone else who reads this in the future:
    Optifine now supports Skyboxes for the end.

    Posted in: Resource Pack Help
  • 0

    posted a message on Optifine connected and random textures not working.

    Thanks, fixed it, but it still doesn't work for some reason.

    Posted in: Resource Pack Help
  • 0

    posted a message on Optifine connected and random textures not working.

    So I have the same problem in 1.16.5.


    Directory: Pack\assets\minecraft\optifine\ctm\polished\stonebrick


    Properties:


    method=repeat
    tiles=0-15
    width=4
    height4
    matchBlocks=stonebrick_slab:type=double



    png file names: 0 to 15


    Random textures now work for some reason. No repeated textures work.

    Posted in: Resource Pack Help
  • 0

    posted a message on custom music in The End

    I haven't been able to get other songs to play either. It may be a bug.

    Posted in: Resource Pack Help
  • 0

    posted a message on Need help with a resource pack in my SMP

    A pack you are suggesting requires all users to install Optifine for it to work for everyone. Then you need to create a file path like this:
    (Pack Name)\assets\minecraft\optifine\cit

    In the folder "cit" you can create separate folders to sort your item textures or leave them in the main folder. Let's say you want to make a custom sword named "The Blade" or something. You would create a .properties text file and name both texture and .properties "the_blade". Now open the .properties file and put in something like this:

    type=item
    items=minecraft:iron_sword
    texture=the_blade
    nbt.display.Name=iregex:the blade

    You can swap out the item type (such as diamond_sword or wooden_shovel), texture name, and item name with whatever else you need. You will need separate .properties files for the different items. Here is the Optifien Doc for more information:
    https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/cit_single.properties

    Posted in: Resource Pack Help
  • 0

    posted a message on Optifine connected and random textures not working.

    Version: 1.12.2 Optifine


    Directory: Pack\assets\minecraft\mcpatcher\ctm\dirt

    dirt.properties:

    method=repeat
    tiles=1-16
    matchTiles=dirt


    png file names: 1 to 16


    Directory2: Pack\assets\minecraft\mcpatcher\ctm\iron_block


    iron_block.properties:

    method=random
    tiles=1-4
    matchTiles=iron_block


    There are several different blocks with the same layouts, but with their folder and properties file names changed respectively. I've tried using the names mcpatcher and optifine for the folder. I can't get any of them to work in the game but the pack itself works with other vanilla textures. Any help is welcome.

    Posted in: Resource Pack Help
  • 0

    posted a message on [Solved] Custom paintings show unknown texture. (optifine renamed item)

    [Removed]

    It's a bit long, sorry. (I'm still working on updating some things so there are a lot of optifine warnings.) I removed a bit near the end because I was connected to a private server.

    Posted in: Resource Pack Help
  • 0

    posted a message on [Solved] Custom paintings show unknown texture. (optifine renamed item)

    I'm trying to create custom paintings and wall decorations using optifine's cit renamable items. I'm using a model to size the item correctly on the wall in the item frames, but the model only shows a texture error. The model works fine, it just doesn't have any texture.


    mirror.properties:

    type=item
    model=optifine/cit/models/paper
    matchItems=minecraft:paper
    texture=mirror
    nbt.display.Name=iregex:mirror

    (model) paper.jason:


    {
    	"credit": "Made with Blockbench",
    	"textures": {
    		"0": "item/paper",
    		"particle": "item/paper"
    	},
    	"elements": [
    		{
    			"from": [0, 0, 0],
    			"to": [32, 32, 1],
    			"color": 5,
    			"faces": {
    				"north": {"uv": [0, 0, 16, 16], "texture": "#missing"},
    				"east": {"uv": [0, 0, 1, 16], "texture": "#missing"},
    				"south": {"uv": [0, 0, 16, 16], "texture": "#missing"},
    				"west": {"uv": [0, 0, 1, 16], "texture": "#missing"},
    				"up": {"uv": [0, 0, 16, 1], "texture": "#missing"},
    				"down": {"uv": [0, 0, 16, 1], "texture": "#missing"}
    			}
    		}
    	],
    	"display": {
    		"thirdperson_righthand": {
    			"translation": [-14, -2, 8]
    		},
    		"ground": {
    			"scale": [0.5, 0.5, 1]
    		},
    		"gui": {
    			"translation": [-8, -8, 0]
    		},
    		"head": {
    			"translation": [-8, -8, 0]
    		},
    		"fixed": {
    			"translation": [-33, -33, 14],
    			"scale": [4, 4, 2]
    		}
    	}
    }
    [img width='933' height='494']https://i.imgur.com/4K3hSv8.png[/img]

    Posted in: Resource Pack Help
  • 0

    posted a message on Semi-transparent textures, (like ice, stained glass)

    I know that you can have transparent item textures. You could try something with an item model, invisible armor stands, and barrier blocks to create a sort of custom block if you don't want to replace glass or ice. I know you said no mods, but with optifine, you don't have to replace any items either; you can create a name specific item that the armor stand could hold. All that could create a lot of lag in large amounts though.

    Blockbench would be a great tool if you don't know how to make models, and Xisumavoid's Armor Statue datapack is good for posing them correctly. To place the barrier blocks, you would have to use the /setblock command.

    https://blockbench.net/

    https://vanillatweaks.net/picker/datapacks/ (choose Armor Statues)

    Posted in: Resource Pack Help
  • 0

    posted a message on Why are some of the randomized pig textures not working. (optifine)

    I am aware that index "1" is the default texture, but I don't know how that knowledge will help me solve my problem. Previously when I said "skins.1" is the one not working, I meant that "skins.1=2-5 7 9 12 14 15 19-29 31-40 42 44" isn't working from the properties file I posted.
    I tried changing "skins.1" to "skins.2" (and then re-numbering all of the others) and then gave it a list of forest and plains biomes, but that didn't work. I have a feeling that optifine doesn't like the baby specification and doesn't act properly when using it but I haven't tested it.

    Posted in: Resource Pack Help
  • 0

    posted a message on Why are some of the randomized pig textures not working. (optifine)

    I have some pig textures that won't work except for the biome specific ones, the baby, and the nametaged ones. To be clear, the "skins.1" doesn't work, they show up as just regular pigs.

    The pig.properties file:


    skins.1=2-5 7 9 12 14 15 19-29 31-40 42 44
    baby.1=false
    
    skins.2=17 18 41
    biomes.2=NetherWastes SoulSandValley WarpedForest CrimsonForest BasaltDeltas
    
    skins.3=6 8 10 11 13 16 30 41 43
    biomes.3=Jungle JungleM JungleHills JungleEdge JungleEdgeM JungleHills ModifiedJungle JungleEdge BambooJungle BambooJungleHills RoofedForest RoofedForestM Swampland SwamplandM Swamp SwampHills SwampFields SwampFieldsShore DarkForest DarkForestHills beach stone_shore snowy_beach StoneBeach StoneShore TaigaHills TaigaMountains GiantTreeTaiga GiantTreeTaigaHills GiantSpruceTaiga GiantSpruceTaigaHills Mountains WoodedMountains GravellyMountains GravellyMountains+ MountainEdge IcePlains IcePlainsSpikes ColdTaiga ColdTaigaHills ColdTaigaM FrozenRiver ColdBeach StoneBeach SnowyTundra SnowyMountains IceSpikes FrozenRiver SnowyBeach SnowyTaiga SnowyTaigaHills SnowyTaigaMountains Taiga TaigaHills TaigaM MegaTaiga MegaSpruceTaiga MegaTaigaHills RedwoodTaigaHillsM ExtremeHills ExtremeHills+ ExtremeHillsM ExtremeHills+M
    
    skins.4=50
    name.4=iregex:(pug|.* p50)
    
    skins.5=51
    baby.5=true
    biomes.5=Plains SunflowerPlains Forest FlowerForest ForestHills BirchForest BirchForestM River WoodedHills TallBirchForest BirchForestHills TheVoid Ocean
    
    skins.6=52
    name.6=iregex:(statue|.* p52)

    Posted in: Resource Pack Help
  • 0

    posted a message on [Solved] Spruce tree leaves have a white outline.

    Found the solution. Spruce leaves render strangely so that it shows an outline of the biome tint around them when far away. The reason my other spruce leaves looked fine was that it didn't use the "TintIndex=-1." I don't know if they are related, but I also used: "method=overlay_random" instead of fixed.

    method=overlay_random
    tiles=spruce_leaves
    matchTiles=spruce_leaves
    biomes=dark_forest dark_forest_hills taiga taiga_hills taiga_mountains giant_tree_taiga giant_tree_taiga_hills giant_spruce_taiga giant_spruce_taiga_hills
    Posted in: Resource Pack Help
  • 0

    posted a message on Custom Shulker Box (Optifine 1.16.3)

    After searching for a while, I found out that some of Optifine's random block entities aren't working properly in 1.16.3. Maybe try and load it in 1.16.2 and see if it works there. If it does, then there isn't anything wrong with the pack and optifine just needs updating.

    Posted in: Resource Pack Help
  • 0

    posted a message on Multiple glass types

    I don't know about block orientation, but I know (if you use optifine) that you can have different textures depending on the blocks around it. Such as glass having a square pattern if it's on top of cobblestone and another pattern if it's on top of oak planks.

    Posted in: Resource Pack Help
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