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Help request ( again )

g4ymer4rtist3/12/25 12:04 am history
3/29/2025 7:50 pm
g4ymer4rtist
i need help with my texture pack because theres lots of things i want to add but im not sure hoe so ill just list them out and see if anybody can help
im using java and fabric plus etm and emf

1- a custom texture for the debug stick and enchanted golden apple without changing the normal stick and golden apple
2- textures for diminishing tools
3- animated item and block textures
4- maybe editing already existing mob animations using lbockbench ( i use the cem template loader plugin )
5- connected glass
6- i would like to add grass variation similar to the "simple grass flowers" rescource pack however the colour map thingy changed any colours of white or grey on the textures into green with the biome
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g4ymer4rtist
Level 1 : New Collective
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13

GalacticSpike
03/12/2025 1:49 am
He/Him • Level 32 : Artisan Procrastinator Procrastinator
Ok there's a lot of stuff to go through here but I'll see how I can try to help,
1- The debug stick uses the same texture as the stick, but it has a specific items and model file, these can be found in assets/minecraft/items and assets/minecraft/models/item. Since you're using fabric with etm and emf there isn't much you can do. Maybe you could change the model file's texture path to a custom one, maybe something like "layer0": "minecraft:item/custom" could work but I haven't tested it out, alternatively depending on your minecraft version you could install CIT Resewn which allows for CIT (custom item textures) using the McPatcher/Optifine format without requiring optifine. And if that's off the table the new version for minecraft java is adding a CIT system to vanilla, but you would have to use a version like 25w03a or above for that to work.

2- These have been possible in vanilla for quite some time, I don't know exactly how they work, it could be component driven, maybe tool usage or something of sorts, so in this case I reccomend you decompile one of the many resourcepacks with diminishing tools to see how other people have done it, just maybe ask for permission before you do so.

3- Animated item textures are pretty easy for the most part. You need 2 basic things, a png file for your animated item and an mcmeta file with the data for the animation, the animation itself consists of multiple frames of the item's animation piled on top of each other, in a sort of collumn, the top texture being the start of said animation. And it's pretty much the same for block textures, with one key difference, that being that for some reason I never managed to get animated textures working for blocks that don't have animations by default, example being a furnace top's texture, it could still work though I just don't know how exactly. Now if you want to go outside of vanilla's restrictions, you probably need a mod like Animatic which pretty much does what CIT Resewn does for textures but in the animations department, how does it work exactly I can't say as I never used it so the previous advice from number 2 applies here as well.

4- Mob animations I can't really help as I never tried any before, but other popular packs have like fresh animations use the same implementation (CEM) so you could look into it from there if they allow it.

5- You need a mod for this, Continuity Athena or Fusion work but I don't know specifics so I can't really help much.

6- Again a bit out of my area of knowledge but texture layers might be your go to, how exactly I don't know but maybe messing with the model file and not just the textures could fix your issue here.

Well hope I was able to help in anyway at all, good luck with your pack! :D
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GalacticSpike
03/12/2025 1:53 am
He/Him • Level 32 : Artisan Procrastinator Procrastinator
history
6- I'm not sure how to actually fix this one, maybe texture layers could work out for you in this case, using not just a texture file but messing with the model file for the grass block as well. I never tried anything of sorts but the principle is sound, but keep in mind vanilla might also not allow for it and you might end up needing yet another mod.

Anyway hope I was of any help at all, and good luck with the texture pack mate! :D

P.s.: I had to post the final part as a reply 'cause I went over the character limit. Also feel free to decompile any of my packs, if there's anything you might find useful in them (i.e. animated textures or component driven textures using the new vanilla system), I don't mind at all.
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g4ymer4rtist
03/18/2025 12:40 am
She/Her • Level 1 : New Collective
how exactly do i do texture layers?
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GalacticSpike
03/18/2025 1:48 pm
He/Him • Level 32 : Artisan Procrastinator Procrastinator
history
Texture layers are related to the model files and I've seen them used in items but I don't know if they work on blocks as well, they're in essence just textures that overlay on top of each other.
For example this is the model file for the stone sword:
{
"parent": "minecraft:item/handheld",
"textures": {
"layer0": "minecraft:item/stone_sword"
}
}


As for the grass block it's application might differ but there's probably a clue on how to do it based on it's model file or items file
Code for said files
{ "parent": "block/block",
"textures": {
"particle": "block/dirt",
"bottom": "block/dirt",
"top": "block/grass_block_top",
"side": "block/grass_block_side",
"overlay": "block/grass_block_side_overlay"
},
"elements": [
{ "from": [ 0, 0, 0 ],
"to": [ 16, 16, 16 ],
"faces": {
"down": { "uv": [ 0, 0, 16, 16 ], "texture": "#bottom", "cullface": "down" },
"up": { "uv": [ 0, 0, 16, 16 ], "texture": "#top", "cullface": "up", "tintindex": 0 },
"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "north" },
"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "south" },
"west": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "west" },
"east": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "east" }
}
},
{ "from": [ 0, 0, 0 ],
"to": [ 16, 16, 16 ],
"faces": {
"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "north" },
"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "south" },
"west": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "west" },
"east": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "east" }
}
}
]
}

{
"model": {
"type": "minecraft:model",
"model": "minecraft:block/grass_block",
"tints": [
{
"type": "minecraft:grass",
"downfall": 1.0,
"temperature": 0.5
}
]
}
}


I changed their colours so you can tell which is which, but that's as much as I know on that topic so not much else I can help you with here
p.s. for some reason I can't change the spoiler text colour "code for said files" so ignore the fact it's orange.
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g4ymer4rtist
03/29/2025 7:50 pm
She/Her • Level 1 : New Collective
so do i basically add another thing in the textures called
"overlay": "block/grass_block_top_overlay" ?
if so then how do i make the overlay randomise between textures?
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Cornbread_Alphanumeric
03/18/2025 4:31 am
She/They • Level 47 : Master Miner uwu
vanilla grass blocks already have an extra cube on their model so that the sides can work the way they do. you could probably just add a top face to that.
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g4ymer4rtist
03/19/2025 9:31 pm
She/Her • Level 1 : New Collective
is it ok if you can give me the altered grass block code and tell me where i add the overlay assets in folders and what-not?
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Cornbread_Alphanumeric
03/24/2025 8:35 am
She/They • Level 47 : Master Miner uwu
you can just open the vanilla model file, copy the top face from the first element to the second, remove the tint index part, and set the texture filepath to whatever you want. (well. as long as it's inside the block textures folder. 'cause java edition.)
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g4ymer4rtist
03/13/2025 2:12 am
She/Her • Level 1 : New Collective
thanks so much!
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