ItemBound v1.8 is out! Just a small update that adds emissive texture support. You need OptiFine 1.12.2 HD U C7 (or one of the new preview versions) in order to use it.
Can I use the source models for my own resource pack inspired by itembound?
Assuming you mean the model files in the 'source models' folder, then yes that's fine. (I also updated the FAQ to include assets in general to avoid future confusion)
sixfootblue Will you be making crafting recipes for these items in the 1.13 update
I thought about it, but decided against it. Itembound was never designed with custom crafting recipes in mind so I'd probably need to rework several parts of it, as well as introduce several new items to be used as crafting intermediates. There's also a lot of potential to exploit it as well (crafting furniture (renamed emeralds) out of cheaper materials).
That being said, I do have plans for a handful of CIT based custom crafting packs in the future. I've got a document with some plans laid out. I won't drop too many details until the custom crafting features are more complete though.
Hey I'm sure this has been suggested before but could you add wizard hats to the pack? I was wanting a wizard hat for my character that is removable so not part of my actual skin.
They might be part of a magic update at some point. Still planning stuff out though. In the mean time, you can find a witch hat in the halloween items.
This should tell you everything you need to know. Just a heads up though. With 1.13 coming up, you should avoid using number IDs when matching items, otherwise your pack might not work in 1.13.
May I ask if you know some client mod that does that? At the moment it's impossible to us to use a lot of decoration items, the screen is always clogged up with those big white names.
I never managed to find any. All you can really do is press F1 (hiding the UI hides display names)
So Optifine's got some new emissive texture features in the latest preview version. Tried it out on haven's new redstone textures so they glow in the dark.
It's a neat concept. I'd recommend taking advantage of some of Optifine's custom resource packs features for a better end result. (If the world is blanketed in darkness, it's a bit odd that only certain blocks can be lit up, while many others seem unaffected by light)
With optifine, you could create some custom world lighting that will still envelop everything in pitch blackness, but that can still be lit up by torches or other light sources. You'd be able to black out the sky as well, or make it appear as though the ceiling were made of bedrock.
Custom functions and advancements could also help automate the world setup (running commands as soon as the world loads, notifications for completed challenges, etc.)
Basically to make the new arms move like the player arms, I attached them to the body and then made their x rotation copy that of the opposite leg. That way the arms only move when the mob moves and rotate in the same way.
Not an official full blown update. I'll be adding content bit by bit over time, but for now I'm shifting my focus to other things. There's also some technical fixes I need to make so the pack works properly in 1.13.
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ItemBound v1.8 is out! Just a small update that adds emissive texture support. You need OptiFine 1.12.2 HD U C7 (or one of the new preview versions) in order to use it.
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No. There's a list of items I can't modify with ItemBound in the FAQ.
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Assuming you mean the model files in the 'source models' folder, then yes that's fine. (I also updated the FAQ to include assets in general to avoid future confusion)
I thought about it, but decided against it. Itembound was never designed with custom crafting recipes in mind so I'd probably need to rework several parts of it, as well as introduce several new items to be used as crafting intermediates. There's also a lot of potential to exploit it as well (crafting furniture (renamed emeralds) out of cheaper materials).
That being said, I do have plans for a handful of CIT based custom crafting packs in the future. I've got a document with some plans laid out. I won't drop too many details until the custom crafting features are more complete though.
0
They might be part of a magic update at some point. Still planning stuff out though. In the mean time, you can find a witch hat in the halloween items.
0
Video tutorials by Uncle Jam:
Documentation:
https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/cit_single.properties
This should tell you everything you need to know. Just a heads up though. With 1.13 coming up, you should avoid using number IDs when matching items, otherwise your pack might not work in 1.13.
For example:
do matchItems=apple instead of items=260
0
I never managed to find any. All you can really do is press F1 (hiding the UI hides display names)
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Youtube comments or PMs for now.
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So Optifine's got some new emissive texture features in the latest preview version. Tried it out on haven's new redstone textures so they glow in the dark.
It works with shaders too!
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I appreciate the mob suggestions but this is not the place for them.
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Little update. Got some new textures done over the past few weeks.
(Glowstone is the focus. I'm still not happy with the netherrack, so it may be changed.)

(Nether Wart Block)
Also here's a preview of the water animations.
https://gyazo.com/120d103de615e152b1105e8f51a32d6a
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It's a neat concept. I'd recommend taking advantage of some of Optifine's custom resource packs features for a better end result. (If the world is blanketed in darkness, it's a bit odd that only certain blocks can be lit up, while many others seem unaffected by light)
With optifine, you could create some custom world lighting that will still envelop everything in pitch blackness, but that can still be lit up by torches or other light sources. You'd be able to black out the sky as well, or make it appear as though the ceiling were made of bedrock.
Custom functions and advancements could also help automate the world setup (running commands as soon as the world loads, notifications for completed challenges, etc.)
0
Nah there's no way, at least not with resource packs. Otherwise I would have done it ages ago.
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Added in another rotation that's based on sin(time).
0
Basically to make the new arms move like the player arms, I attached them to the body and then made their x rotation copy that of the opposite leg. That way the arms only move when the mob moves and rotate in the same way.
1
Not an official full blown update. I'll be adding content bit by bit over time, but for now I'm shifting my focus to other things. There's also some technical fixes I need to make so the pack works properly in 1.13.
Sure.