Likely a bug. That's very strange. Are you using this alongside any mods?
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Jan 30, 2018sixfootblue posted a message on [ItemBound v1.9.] (Custom item skins + custom loot!) (150,000+ total downloads!!!)Posted in: Resource Packs
Jan 23, 2018sixfootblue posted a message on [ItemBound v1.9.] (Custom item skins + custom loot!) (150,000+ total downloads!!!)Posted in: Resource Packs
I could meet you halfway and add kigurumis
Jan 22, 2018Posted in: Resource Packs
Jan 21, 2018Posted in: Resource Packs
Eventually! I planned on doing that originally with all of the humanoid mobs but only go around to doing it with just the witch so far.
Jan 18, 2018sixfootblue posted a message on [TransMobifier v1.0] 67 custom mob skins using nametags! (Requires Optifine)Posted in: Resource Packs
Not yet. You can check the spreadsheet in order to see what mobs are changeable.
Jan 17, 2018Posted in: Resource Packs
v1.1 is out!
- Touched up existing skins.
- Added player idle animation to the player villager model.
- Added player model replacements for witches.
- Added player model replacements for illagers.
- Added player model replacements for zombie villagers.
Jan 17, 2018sixfootblue posted a message on [ItemBound v1.9.] (Custom item skins + custom loot!) (150,000+ total downloads!!!)Posted in: Resource Packs
Probably not a resolvable bug, as it is probably more of an issue with Minecraft than with ItemBound, but I am unable to craft Bonemeal from the Bone Jelly Beans dropped from Skeletons (I'm using the Loot Tables addon). I'm not sure about any other things, but that's the first thing I noticed so far.
The bone beans are just regular bones with a display name and lore. They should still be able to be converted to bonemeal. Loot tables can't alter whether or not an item can be used as a crafting ingredient afaik.
Jan 7, 2018Posted in: WIP Resource Pack
Possibly. Some mods I had in mind were Quark, Biomes o Plenty, and maybe Botania.
Dec 30, 2017sixfootblue posted a message on [TransMobifier v1.0] 67 custom mob skins using nametags! (Requires Optifine)Posted in: Resource Packs
In theory, yes I could make it look like that. The problem is
1) As you said, the hitbox would be very inaccurate.
2) The pig and the dragon have two very different "skeletons" so it'd be pretty difficult to replicate the ender dragon animations on a pig.
3) I can't actually swap models. I made the illusion of model swapping by just adding new geometry overtop the existing model, and then make different parts selectively visible/invisible with textures. Adding a whole dragon model to the pig would add a lot of extra complexity that might impact your game's performance if you have several pigs in one place.
Dec 20, 2017Posted in: Resource Packs
Dec 15, 2017sixfootblue posted a message on Need Help for Optifine Entity Models and custom textures by namingPosted in: Resource Pack Help
Well for starters, you're using the wrong version of Optifine. For the name-based mob texture change, you'll want OptiFine 1.12.2 HD U C7
For better understanding CEM, there's a guide here: http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/resource-packs/resource-pack-discussion/2780050-a-basic-guide-to-optifine-entity-modelling
If you need an example of villager models that have been replaced with simulated player models, I actually have a resource pack that does just that, if you need a reference.
As for how the mob naming works...
The random mobs feature works by creating a .properties file for the entity texture you want to change, and then selecting alternative textures from a numbered list, based on certain rules (ie random selection, biome, name, etc)
For example, if you wanted to give a smith a custom texture with a custom name, you would set it up like this:
your custom texture would be smith2.png and your properties file would be smith.properties
Inside your .properties file, you would write:
This means that for the second alternate mob skin, it will use the file smith2.png under the condition that it is named new smith
Then if you want to add more variants, it would go
skins.3=3 (for smith3.png)
The file number doesn't have to match the list number either, so you could have something like skins.2=50 (for smith50.png)
The file structure in mcpatcher's mob folder needs to match that of the entity texture folder. So if you're targeting an entity texture that isn't in a sub-folder, such as an iron golem, you'd place the custom files in assets/minecraft/mcpatcher/mob
If you need an example, check out my transmobifier resource pack
Dec 6, 2017sixfootblue posted a message on [TransMobifier v1.0] 67 custom mob skins using nametags! (Requires Optifine)Posted in: Resource Packs
I might in the future. Still working out some issues with custom dog models.
Dec 6, 2017Posted in: Resource Packs
If you have a question or suggestion, PLEASE read the FAQ first!
Welcome to the Transmobifier! A resource pack for Minecraft Java Edition that allows you to customize the mobs in your world using nametags. This pack currently has 67 custom mob textures. All mob changes only appear for those using the resource pack, so you can use this anywhere! (Vanilla survival, multiplayer servers, realms, etc.)
This pack REQUIRES OptiFine 1.12.2 HD U C7 (Or any other version that supports name-based random mobs) in order to work.
For a list of all the custom mobs currently available in the pack, check out the google spreadsheet HERE.
Custom Optifine mobs in resource packs can not be layered unfortunately. Any other resource pack that uses custom entity models and/or random mobs features will not be compatible with this resource pack. To ensure the TransMobifier works properly, make sure it's at the top of your resource packs list
FAQ (Frequently Asked Questions)
Q: How do I install the Transmobifier?
A: You copy it into your resource packs folder.
Q: When is the next update?
Q: Do I really need Optifine?
A: Yes. This pack will not work without it.
Q: I don't want to download Optifine because it will give me a virus!
A: Optifine will not give you a virus. It is not malicious. Unfortunately the download links for it display ads that can sometimes be malicious, and it has also been re-uploaded to a handful of shady websites. Make sure you download it from optifine.net. Do not click on the ads. Wait for the timer at the top right to end and then click "Skip ad." Alternatively, just use the mirror link to get a direct download and skip the ads entirely.
Q: Can you make a version without Optifine/for Pocket Edition/Win10/Console/any other platform?
A: No, this is currently impossible.
Q: Can you make this into a mod?
A: No. I have no experience creating mods, and the point of this pack is to add custom cosmetics while keeping your world vanilla. Making it a mod would defeat that purpose.
Q: I have an idea for a new mob! Can you add it to the pack?
A: If it's feasible and I like the idea, then I might. Please check the mob guide first to make sure your idea isn't already in the pack! Keep in mind this resource pack is just for mobs. I will not take suggestions for custom tile entities (chests, shulker boxes, etc.) I also can't make custom horses yet.
Q: Why haven't you added my suggestion yet? Did you forget?
A: I've got my own work schedule and it may take me a while to add a suggestion. Please be patient. Please don't repost your suggestion multiple times. I see them all the first time. Don't worry.
Q: Do you have a version for 1.10/1.9 etc...
A: Right now, the Transmobifier was intended for use with Minecraft 1.12.2. It may work on previous versions of minecraft as long as you have a version of Optifine that supports the features it requires. I make no guarantees though.
Q: Can you give me edit access to the mob spreadsheet?
A: No. I'm not sure why you would need it in the first place. If you're looking to post suggestions, just send me a PM or post it here.
Q: Is there a map I can download to preview everything?
A: No, and I don't have any plans to make one. Feel free to make one yourself and post it though!
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