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    posted a message on [ItemBound v1.9.] (Custom item skins + custom loot!) (150,000+ total downloads!!!)

    Likely a bug. That's very strange. Are you using this alongside any mods?

    Posted in: Resource Packs
  • 2

    posted a message on [ItemBound v1.9.] (Custom item skins + custom loot!) (150,000+ total downloads!!!)

    I could meet you halfway and add kigurumis

    Posted in: Resource Packs
  • 0

    posted a message on Player Villager Models [CUSTOM MOB MODEL RESOURCE PACK!]

    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.

    Posted in: Resource Packs
  • 1

    posted a message on traditional pack copyright concerns

    I mean. Did you make all the textures in your pack from scratch, or have permission to use edits/textures you didn't make?

    Posted in: Resource Pack Discussion
  • 0

    posted a message on [TransMobifier v1.0] 67 custom mob skins using nametags! (Requires Optifine)
    Quote from mminnett»

    Are any of the monsters changed in this?


    Not yet. You can check the spreadsheet in order to see what mobs are changeable.
    Posted in: Resource Packs
  • 1

    posted a message on Player Villager Models [CUSTOM MOB MODEL RESOURCE PACK!]

    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.
    Posted in: Resource Packs
  • 0

    posted a message on [ItemBound v1.9.] (Custom item skins + custom loot!) (150,000+ total downloads!!!)
    Quote from BaconGeek»

    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.


    Quote from videogamer1002»

    That's ItemBound, the loot tables actually modify the loot tables so that the jelly beans aren't even bones.

    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.
    Posted in: Resource Packs
  • 1

    posted a message on Haven - 16x Default-esque pixel art pack.

    great work once more! can't wait to see the "complete" version (on another note, any chance you may consider adding compat with the quark mod?)


    Possibly. Some mods I had in mind were Quark, Biomes o Plenty, and maybe Botania.
    Posted in: WIP Resource Pack
  • 1

    posted a message on Haven - 16x Default-esque pixel art pack.

    First WIP version is up for download! Send me your feedback if you'd like. :D

    Posted in: WIP Resource Pack
  • 0

    posted a message on [TransMobifier v1.0] 67 custom mob skins using nametags! (Requires Optifine)
    Quote from AlexDAM»

    nice pack but i have a question can you change completely a mob textures with another one like for example naming a pig ender dragon changes the texture and model to that of the ender dragon but i am guessing the hit box of the pig will remain the same



    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.

    Posted in: Resource Packs
  • 1

    posted a message on [ItemBound v1.9.] (Custom item skins + custom loot!) (150,000+ total downloads!!!)
    Quote from Luke_Amora»

    this is amazing! the sheer amount of work that you've obviously put into this is astounding! i do have one question about a future update, would you ever consider custom mobs as something for ItemBound?


    http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/resource-packs/2875758-transmobifier-v1-0-67-custom-mob-skins-using

    Already done. :)
    Posted in: Resource Packs
  • 1

    posted a message on Need Help for Optifine Entity Models and custom textures by naming

    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.

    https://minecraft.curseforge.com/projects/player-villager-models



    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:


    in assets/minecraft/mcpatcher/mob/villager


    your custom texture would be smith2.png and your properties file would be smith.properties


    Inside your .properties file, you would write:


    skins.2=2

    name.2=new smith


    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)

    name.3=


    etc


    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

    https://minecraft.curseforge.com/projects/transmobifier-16x

    Posted in: Resource Pack Help
  • 1

    posted a message on [TransMobifier v1.0] 67 custom mob skins using nametags! (Requires Optifine)
    Quote from Ethany525»

    Woah! This is awesome! But can you add pugs? That would be awesome!


    I might in the future. Still working out some issues with custom dog models.
    Posted in: Resource Packs
  • 9

    posted a message on [TransMobifier v1.0] 67 custom mob skins using nametags! (Requires Optifine)


    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.


    SCREENSHOTS:





    COMPATIBILITY:

    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?
    A: ┐(゚~゚)┌


    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!

    Posted in: Resource Packs
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