Completed Unranked Jam for Maps, Skins, Mob Skins, Texture Packs, Data Packs and Blogs
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A jam converted from a legacy event
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  • Jam Overview

    Jam is over.
    It ran from February 1, 2022 @ 5:00 pm UTC to March 1, 2022 @ 5:00 pm UTC
    View all entries

    Basic Summary

    Unranked Jam accepted up to 5 Maps, Skins, Mob Skins, Texture Packs, Data Packs and Blogs from participants.
    Requires maps are downloadable.
    Accepts only standard resolution skins.
    Accepts all mob models.

    Read the about for more information.
  • About

    Converted Legacy Event

    This event was converted from our old contest and event system into our new jam format for historic preservation. Some details may be confusing in the new jam context.

    This event concluded!

    Read the event conclusion summary!
    Thanks to all who participated and enjoyed the event.

    PMC MAGIC!

    Ready your wands and creative imaginations, the first PMC-wide collaborative event powered by data packs is here and the theme is MAGIC!

    During this event all major content types are accepted, whether that's a map, resource pack, skin, data pack, mod or blog.

    What makes this event different is that there is a special challenge that will bring all of PMC together at the cost of some creative freedom. All submissions that participate in the special challenge will be curated into various collections. Make sure that your submission mentions that you completed the event challenge if that's the case. If you rather work independently as outlined above, that's fine too.

    You can join the event discussion here!

    Base Rules
    • Must be related to magic, wizards and witches.
    • Must follow standard PMC rules.
    • You cannot submit content you've already published.
    • The content must be made for Minecraft 1.18
    • Submit up to 5 entries of any type

    The Challenge & Event Goal!

    The challenge is centered around Magic PvP. The event goal is for our combined work to come together to create several fairy tale arena's in which wizards and witches cast spells at each other! We all possess a wide range of talents. Let's see if we can combine them into something powerful!

    Will you take on the challenge?

    Choose your preferred creative types below to learn more

    Maps
    The wizards of PMC will need an arena to cast their spells in. The arena should be fairytale/wizard/magic themed, so no gladiator arenas. Also, spells might destroy the arena a bit, so make sure to make walls, floors and possibly ceilings very thick. Maybe even add barrier blocks around the entire arena to prevent players from walking/falling out.

    We're looking forwards to the beautifully themed builds, but there are some extra's you'll have to add involving buttons, commands and command blocks. If you get lost while following the instructions below, have a look at the Magic Arena Reference map. In order to complete the challenge, your arena must have at least the LVL 1 extra's. Please mention the level of compatibility on your submission page.

    [ LVL 1 ] Basic playability for friends.
    The following steps will prepare your arena to welcome players in a lobby and let them equip in peace in an armory. From there, they will be able to press a button to teleport to the arena.

    Quick introduction to command blocks: Command blocks are triggered by redstone and can run any command you put in it. Use /give @s command_block to obtain one. Besides the text box for the command, you'll see a couple buttons when you click the block, don't worry about them for now.

    You're going to use commands with coordinates. Copying them from F3 is fine, but you can get the coordinates faster by typing /setblock in chat, using tab autocomplete and copying the coordinates that appear.
    1. Once you've created your arena, install the Magic PvP and example spell data packs (download here) and run /reload.
    2. Create a separate area in which you set the world spawn (/setworldspawn), we'll call this the lobby.
    3. Create at least 2 rooms where players will be able to equip themselves, we'll call these armories.
    4. Slap buttons on walls with command blocks behind them that teleport the nearest player (/tp @p <x> <y> <z>). There should be buttons in the lobby teleporting to each armory and buttons in each armory teleporting to the arena.
    5. In each armory, store a wand item, hat item and a spells chest. Obtain these things using the commands below. Other PMC creators will help texture the items, but untextured they are just a fungus on a stick and a carved pumpkin.
      # Place a chest at your feet in the direction you're looking
      /function bertiecrafter:mpp/items/spawn_chest
      # Get wand and hat
      /loot give @s loot bertiecrafter:mpp/wand
      /loot give @s loot bertiecrafter:mpp/hat

    6. Disable command block output with /gamerule commandBlockOutput false
    7. You might want to consider setting other gamerules. For example, freeze time (/gamerule doDaylightCycle false) or freeze the weather (/gamerule doWeatherCycle false). Use tab to autocomplete the others.
    8. Well done! Your map is now ready to be published. If you want to stop here, make sure to remove the data packs before publishing. Also put a link to your submission in this thread so it can be added to the appropriate collection.
    [ LVL 2 ] Making your map reusable.
    After completing this level, players will be able to get new wands and hats. Players will also be able to teleport back to the lobby whenever they want.

    More command block info: Command blocks can be chained, so that you only have to power the first command block. To chain command blocks, place them behind each other. Use the buttons in the interface to switch modes, the first one should be Impulse - Unconditional - Needs Redstone, the others should be Chain - Unconditional - Always Active. The arrows on a command block indicate where the next command block should be in order to be triggered.
    1. Wire up each button in the lobby to a command that kills all items./kill @e[type=item]
    2. Add two more command blocks to each of those buttons that give the player new wands and hats. The simplest is using the commands above, but with @p (nearest player) instead of @s. However, you can also modify the command to spawn the items on the floor or insert them into armor stands, item frames or chests. Either way, you should remove the wand and hat that were already there from the previous instructions.
    3. There should be a way for the last standing player to return to the lobby. One way of doing that is teleporting all players without a wand back. To do this, place a command block at the center of the arena, set it to Repeat - Unconditional - Always Active with the command:
      /tp @a[distance=..<radius>,nbt=!{Inventory:[{tag:{bcmpp_wand:1b}}]}] <x> <y> <z>Replace <radius> by the amount of blocks from the center of the arena to the furthest edge (without modifying the two dots in front) and use <x> <y> <z> to teleport players to the lobby.
    4. Congrats on making your map reusable! If you want to stop here, make sure to remove the data packs before publishing. Also put a link to your submission in this thread so it can be added to the appropriate collection.
    [ LVL 3 ] Synchronizing players for multiplayer.
    You might want to synchronize players to create some concept of rounds. In the following instructions, we'll be making the buttons in the lobby (that teleport the player to the armory) disappear after a player presses them and come back after all players have left the arena. Also, we'll prevent the players from entering the arena until all players in the armories have pressed a button.

    You're going to create commands that place and remove blocks. You can do this easily by placing the block that the command should create, looking at it and pressing F3+I. You now have a /setblock command on your clipboard that will place the exact block you were looking at in that position.
    1. Make each button in the lobby delete itself by adding yet another command block with the command below. /setblock <x> <y> <z> air
    2. Place a command block at the center of the arena and set it to Repeat - Unconditional - Always Active, enter the command: /execute unless entity @a[distance=..<radius>] and attach a comparator facing away from the command block. It will power on when there is no player in the radius. Use the redstone output to power command blocks that place the buttons back in the lobby.
    3. Now create a redstone line running into a block with a redstone torch on the side of that block. Connect the torch to a simple command block. Enter the same teleport command that teleports the player from the armory to the arena, but with @a (all players) instead of @p.
    4. Make each of the buttons in the lobby also place a redstone block besides the redstone line (using /setblock). The torch and the redstone output to the command block should turn off.
    5. Make each of the buttons in the armories remove the associated redstone block from the line instead of teleporting the nearest player to the arena. When the last redstone block is removed, the torch should come on and the command block should teleport everyone to the arena.
    6. You can make the buttons in the lobby and armories remove and place another redstone block behind a redstone lamp in the armory. This way the player gets a visual confirmation that you registered their button press.
    7. Congrats on synchronizing players and rounds! Make sure to remove the data packs before publishing. Also put a link to your submission in this thread so it can be added to the appropriate collection.

    For questions, you can contact Uknownymous
    Resource Packs
    The data pack that players will use to become wizards and fight in the arenas uses vanilla built-in items. These items feel misplaced and could do with some nice retexturing. You're allowed to simply replace the texture of an item, but that would apply the texture to all of those items. Although it can be more difficult, it would be better if you only applied your custom texture/model if the item has a Custom Model Data of 300 000.

    Here is a quick tutorial of custom model data:
    Custom Model Data Quickstart
    Only applying your textures based on "Custom Model Data" allows you to only apply textures to items that have a specific meaning within the Magic PvP Framework. Use the following steps to add textures with custom model data, assuming you have basic knowledge of creating resource packs:

    1. Start by creating an empty resource pack: A named folder, the pack.mcmeta file and optionally the pack.png file.
    2. Now open up .minecraft / versions / 1.18.1 / 1.18.1.jar with any zip file reader like 7-Zip or WinRar.
    3. In the resource pack, create 2 folders: assets/minecraft/models/item and assets/<namespace>/models/item, where namespace is usually your username, but only use the characters a-z 0-9 . _ - (no capital letters)
    4. In the version .jar, open up assets/minecraft/models/item. Copy the .json file of the item you want to retexture to both folders you just created.
    5. In the resource pack, open up assets/minecraft/models/item/<item>.json in your editor and add the following:
      {

      <existing content> ,

      "overrides": [

      {

      "predicate": {

      "custom_model_data": 300000

      },

      "model": "<namespace>:item/<item>"

      }

      ]
      }

      Make sure to add the comma at the end of the last item that was already there (before "overrides") and fill in the namespace and item names you have used before. Using the above model path (identifier) results in the following file path: assets/<namespace>/models/item/<item>.json
    6. In the resource pack, open up assets/<namespace>/models/item/<item>.json
    7. Replace the identifiers under "textures" in the file you just opened. The identifiers should look like this <namespace>:item/<item> which results in the file path: assets/<namespace>/textures/item/<item>.png. You should choose your own namespace and item name. For example, I can use the identifier "bertiecrafter:item/wand".
    8. Now create the texture file(s) for the identifiers you used earlier. In the case of "bertiecrafter:item/wand", I would create the "assets/bertiecrafter/textures/item/wand.png" file.

    That's it! The texture should now only be applied based on custom model data.

    To recap:

    • assets/minecraft/models/item/<item>.json should match the file name that is in the version .jar in order to override it (just like you would with normal textures)
    • The file contains a special overrides function that selects a different model if the item has custom model data.
    • The override model should be in your own namespace folder and be a copy of the original model from the version .jar.
    • The override model has custom texture identifiers that map to image paths that are not originally known by Minecraft.
    • Finally, you create the image file(s) that are targeted by the identifiers in the override model.


    It's a good idea to create a test world and install the Magic PvP data pack to test if your textures are working. If you provide a resource pack for (any of) the following assets, make sure to drop a link to your submission in this thread so it can be added to the appropriate collection.

    AssetUse within the Magic PvP data packExample ideas
    Fungus on a stickThe wand that the player holds.A nicely textured wizards wand.
    Dye of various colorsItems that represent spells.Magic dust, scrolls or icons representing categories of spells.
    Gray dye (not light gray)Signifies that the spell is used and cannot be used again until a timeout has passed, which would change the dye back to one of the other colors.A lock/clock icon, an empty pouch of dust or broken scroll.
    Carved pumpkin (item)Hats that players receive. The carved pumpkin will have to be remodeled. Within the coordinate space of a model, 0 0 0 to 16 16 16 is the same size as the players head and the space between y = 16 and y = 32 can be used to model a hat on top of the player's head.

    Also, you probably want to make the pumpkin view overlay completely transparent or create something less obstructing so that players can see.
    Any kind of hat. The overlay could be completely transparent or maybe a simple vignette.
    GUIsVarious GUIs are part of the experience as well, like the start screen, menu background, menu buttons, inventory interface and the chest interface.The menu's could be themed to be more wizard/magic related.
    Purple stained glass paneThe previous page button in a spell chest.A "back" or "up" arrow.
    Blue stained glass paneReload button in a spell chest.A circular or "back to start" arrow.
    Magenta stained glass paneThe next page button in a spell chest.A "forward" or "down" arrow.

    For questions, you can contact Bertiecrafter (DinowCookie will be available from the 7th of February)
    Skins
    Players will need wizard and witch outfits. They already got 99 pairs of blue wizard robes and hats in their wardrobe and would like to wear something different. Something magical, yet fierceful. Something that looks cool when they fight and throw spells around in the arena.

    Create a nice player skin related to magic/wizards/witches and share it in this thread so it can be added to the appropriate collection.

    For questions, you can contact Bertiecrafter (DinowCookie will be available from the 7th of February)
    Data Packs & Mods
    Wizards without spells are really just weird looking people in silly robes. So it's up to you to create your very own Magic PvP data pack or mod. You can post a link to your submission in this thread if you comply with the following rules.
    • Data pack or mod must be related to Magic PvP
    • Spells should be balanced, once cast the opponent should not feel like the game is already lost.
    • Self-inflicted spells are allowed. Data pack creators can create these by only responding to the "spawn" state of a spell.
    • Spells cannot generate any kind of (OP) loot. Armor, tools, weapons and other valuable items are not applicable in a wizard fight and should not play a role in the submitted data pack or mod.
    • Data pack creators can and must use the Magic PvP data pack framework (download and read the instructions here). The framework takes care of all the spell item management, wand mechanics, ray tracing and other base mechanics, so that you only have to worry about the spells themselves.
    For questions, you can contact Bertiecrafter
    Blogs
    The magic event needs some lore. Who are these wizards? How did they end up in this arena, what's their motivation and where did they learn their spells? Who wins and why? What happens to the other wizards involved?

    Create a captivating story related to magic and wizard fights and then send a link in this thread so it can be added to the appropriate collection.

    For questions, you can contact Bertiecrafter



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