I'm having some trouble with a custom advancement parented to the root.json in a new folder.
I've quadruple checked with the vanilla advancements and everything seems alright, but the new advancement won't show up for me. (Root triggers and shows up just fine).
(Right now I'm just trying to get it to trigger with just the lever)
Started working on this year's Halloween update! Should have around 120 items in it, but that's subject to change.
Also custom pumpkin faces with item frames. :3
(Those aren't edited default textures if anyone's concerned. I repainted the blank pumpkin face in the same style as default, using the same colour palette, then drew faces overtop.)
I think people have known about this for a while now. Maybe since the 1.12 snapshots started coming out, or at some point during. I remember seeing a few videos on it, and how the fomat works.
That might be one or more of your mods causing some sort of conflict with optifine I think? There isn't much I can do about that. You should ask about it on Optifine's issue tracker. Custom elytras definitely work in vanilla 1.11.2
Actually compiling newer resource packs is basically the same process as it was before. There's just been some changes with filenames and model formats (ie in 1.11, capital letters can no longer be used in filenames.)
If you want to see the new file structure, you can just extract it from the latest version of minecraft.
Go into your .minecraft folder, open the "versions" folder, and then open the 1.12 folder. Right click the 1.12.jar file and open it with winrar (or whatever program you use to view archives) and drag and drop the assets folder somewhere. Then you can use it as a reference. (Ignore the advancements, loot_tables, and structures folders for now. They're not relevant to resource packs.)
Eh, seems kind of unnecessary. Chimneys already look pretty decent with blocks. I'm mostly focusing on stuff that can't feasibly be made just using what's already in the game.
Oh, is that so? Because I did try it out in 1.12 a few weeks ago with a white foilage/colormap and swampfoilage/colormap(thread in resource pack help exists) and it didn't work,do those need specific adjustments?
Admittedly I've never specifically used the swamp foliage colormaps. The majority of my biome palettes use the grid format (which can be used as a swamp foliage colormap but you'll need to specify the other biome colours as well.)
Optifine is amazing, however I've been wondering if a up to date documentation on the features, especially for Texture Pack Artists exists as well as if the Biome Foilage Support will add Swamplands M(which still add a bit of green of their own) as well as Roofed Forest(add green) will be added.
I guess it's currently possible to overwrite this although I don't know if those biomes will still have color then.
Both of those biomes are already supported, and the documentation on Optifine's github page is pretty up-to-date already.
Yeah I talked about how cit shields break banner shields before. There's an alternative download which excludes the cit shield model if you want banner shields.
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EDIT: Got it fixed
I'm having some trouble with a custom advancement parented to the root.json in a new folder.I've quadruple checked with the vanilla advancements and everything seems alright, but the new advancement won't show up for me. (Root triggers and shows up just fine).(Right now I'm just trying to get it to trigger with just the lever)I've checked for an error log, and found this.[03:08:11] [Server thread/ERROR]: Couldn't load advancement ibhalloween:white_pumpkins_curse: Task Advancement{parentId=minecraft:ibhalloween/root, display=r@4d3b22a, rewards=AdvancementRewards{experience=0, loot=[], recipes=[], function=null}, criteria={white_pumpkin=n@2924f2b0}, requirements=[[white_pumpkin]I really don't know what to do. I'm worried I'm just missing something simple, but I haven't been able to figure out what. All help is appreciated.2
Started working on this year's Halloween update! Should have around 120 items in it, but that's subject to change.
Also custom pumpkin faces with item frames. :3
(Those aren't edited default textures if anyone's concerned. I repainted the blank pumpkin face in the same style as default, using the same colour palette, then drew faces overtop.)
0
I think people have known about this for a while now. Maybe since the 1.12 snapshots started coming out, or at some point during. I remember seeing a few videos on it, and how the fomat works.
2
...the section on the main post that says "Downloads:" ?
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Yes but they'll be selected randomly, since you'd need to use optifine's random mobs feature.
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That might be one or more of your mods causing some sort of conflict with optifine I think? There isn't much I can do about that. You should ask about it on Optifine's issue tracker. Custom elytras definitely work in vanilla 1.11.2
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Everything should work in 1.11.2. Make sure you have the right version of Optifine.
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Actually compiling newer resource packs is basically the same process as it was before. There's just been some changes with filenames and model formats (ie in 1.11, capital letters can no longer be used in filenames.)
If you want to see the new file structure, you can just extract it from the latest version of minecraft.
Go into your .minecraft folder, open the "versions" folder, and then open the 1.12 folder. Right click the 1.12.jar file and open it with winrar (or whatever program you use to view archives) and drag and drop the assets folder somewhere. Then you can use it as a reference. (Ignore the advancements, loot_tables, and structures folders for now. They're not relevant to resource packs.)
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I could. Individual effects like smoke or bubbles is something I've been thinking about.
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Eh, seems kind of unnecessary. Chimneys already look pretty decent with blocks. I'm mostly focusing on stuff that can't feasibly be made just using what's already in the game.
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It's a 1.11 feature.
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Admittedly I've never specifically used the swamp foliage colormaps. The majority of my biome palettes use the grid format (which can be used as a swamp foliage colormap but you'll need to specify the other biome colours as well.)
1
Both of those biomes are already supported, and the documentation on Optifine's github page is pretty up-to-date already.
0
Yeah I talked about how cit shields break banner shields before. There's an alternative download which excludes the cit shield model if you want banner shields.
1
I'm going to use custom sky colours in the enhanced version, but no custom skyboxes I think. We'll see.