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A Discussion Thread for the Group Texturing 101
Ask your questions here!
This thread serves as a place where you can talk about texturing, making your packs, making custom entities for your packs, asking for help, and just about anything else that pertains to texturing.
Ask your questions here!
This thread serves as a place where you can talk about texturing, making your packs, making custom entities for your packs, asking for help, and just about anything else that pertains to texturing.
Please avoid posting the following:
• Advertisements
• Duplicate Questions [CTRL + F the thread]
• Anything other than questions/discussion
• Not for player skin/skinning advice
FAQS
🡆 How do I make a texture pack/Java?
🡆 How do I make a texture pack/Bedrock?
🡆 What program should I use to texture?
🡆 How do I make custom blocks?
🡆 How do I make random/alternative textures?
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1
any tips on pixel art?
1
Better late than never tips and tricks for beginners
1. Never pillow-shade.
2. Learn your color-wheel. Experiment with Hue Shifting and Complimentary Colors. Color theory is good to learn for a lot of things!
3. Keep it clean - don't anti-alias/dither. There are some exceptions to this rule but for the most part don't do it.
Study what others do and have fun!
1. Never pillow-shade.
2. Learn your color-wheel. Experiment with Hue Shifting and Complimentary Colors. Color theory is good to learn for a lot of things!
3. Keep it clean - don't anti-alias/dither. There are some exceptions to this rule but for the most part don't do it.
Study what others do and have fun!
1
I figure I'll ask here... I'm trying to texture some custom cars I've designed in blockbench, and I absolutely SUCK at shading tires. In particular, I need a tread pattern that looks somewhat realistic and doesn't loop every 2-4 pixels (so I can scroll the texture to make the wheel look like it is spinning).
I'm up for any advice, and if someone is good at this and wants to do an art trade I could make models or animate items with datapacks for you in return for tire textures.
I'm up for any advice, and if someone is good at this and wants to do an art trade I could make models or animate items with datapacks for you in return for tire textures.
1
blockbench homepage has tire textures you can take inspiration from
1
how do you make things appear on a set day like make it so if it's like easter a texture will change without needing to download a update to the pack
1
I don't believe this is possible. The only thing I could think of is if you renamed an object and it showed another texture.
Otherwise I, personally, would make a holiday pack as an addon that could be used on top of your OG pack.
Otherwise I, personally, would make a holiday pack as an addon that could be used on top of your OG pack.
1
i know that you do texture packs but could this be done by the resource pack part of a texture pack or a data pack?
or maybe aa options menu for a texture pack?
or maybe aa options menu for a texture pack?
1
Texture packs and resource packs are basically the same thing. Technically speaking I do more than just textures so that's into the resource pack territory.
I don't know about data packs, it could be possible. Strictly with JUST a resource/texture pack, and even optifine, this isn't possible. The only thing that changes with date is the christmas chests and that's all determined by the game. I was personally say that would be into mod territory - I don't believe a data pack can achieve it.
I don't know about data packs, it could be possible. Strictly with JUST a resource/texture pack, and even optifine, this isn't possible. The only thing that changes with date is the christmas chests and that's all determined by the game. I was personally say that would be into mod territory - I don't believe a data pack can achieve it.
1
ok
1
ok it would be funny to be able to like on a day on a version before microsoft bought minecraft it said happy birthday notch
1
Hello! Quick question oh Grandmaster Karaoke!
I'm working on a server and have used a server resource pack to override the font via bitmap and replace a unicode character with a texture, using the default file as show below:
I made an attempt at animating it by creating these:
/assets/minecraft/optifine/anim/ad/adanimation.png (which was the animation png in frame format like other item/block animations are done)
and...
The pack loads without errors, but the texture is just the unanimated version.
I've seen lots of people animate block textures/item textures/etc but I have absolutely no clue on how to accomplish this with the overridden unicode character.
Since the animated texture is going to go on a scoreboard skin, I can't just replace vanilla gui textures by container and have to use the custom unicode.
Thanks! Silver <3
I'm working on a server and have used a server resource pack to override the font via bitmap and replace a unicode character with a texture, using the default file as show below:
/assets/minecraft/font/default.JSON
{
"providers": [
{
"type": "bitmap",
"file": "minecraft:gui/container/adstill1.png",
"ascent": 8,
"height": 200,
"chars": [
"\uE016"
]
}
]
}
"providers": [
{
"type": "bitmap",
"file": "minecraft:gui/container/adstill1.png",
"ascent": 8,
"height": 200,
"chars": [
"\uE016"
]
}
]
}
I made an attempt at animating it by creating these:
/assets/minecraft/optifine/anim/ad/adanimation.png (which was the animation png in frame format like other item/block animations are done)
and...
/assets/minecraft/optifine/anim/ad/adanimation.PROPERTIES
to=textures/gui/container/adstill1.png
y=32
x=26
tile.16=16
tile.15=15
tile.14=14
tile.13=13
tile.12=12
tile.11=11
tile.10=10
tile.9=9
tile.8=8
tile.7=7
tile.6=6
tile.5=5
tile.4=4
tile.3=3
tile.2=2
tile.1=1
tile.0=0
from=./adanimation.png
w=32
h=26
duration.16=7
duration.15=1
duration.14=1
duration.13=1
duration.12=1
duration.11=1
duration.10=1
duration.9=7
duration.8=1
duration.7=1
duration.6=1
duration.5=1
duration.4=1
duration.3=1
duration.2=1
duration.1=1
duration.0=1
y=32
x=26
tile.16=16
tile.15=15
tile.14=14
tile.13=13
tile.12=12
tile.11=11
tile.10=10
tile.9=9
tile.8=8
tile.7=7
tile.6=6
tile.5=5
tile.4=4
tile.3=3
tile.2=2
tile.1=1
tile.0=0
from=./adanimation.png
w=32
h=26
duration.16=7
duration.15=1
duration.14=1
duration.13=1
duration.12=1
duration.11=1
duration.10=1
duration.9=7
duration.8=1
duration.7=1
duration.6=1
duration.5=1
duration.4=1
duration.3=1
duration.2=1
duration.1=1
duration.0=1
The pack loads without errors, but the texture is just the unanimated version.
I've seen lots of people animate block textures/item textures/etc but I have absolutely no clue on how to accomplish this with the overridden unicode character.
Since the animated texture is going to go on a scoreboard skin, I can't just replace vanilla gui textures by container and have to use the custom unicode.
Thanks! Silver <3
2
This is a tricky one, because it looks like it can be done, but I'm pretty sure it can't!
Looking through optifine GitHub page about animation, I can't find them saying you CAN change font like that, only GUIs and non-block items. I don't believe this extends to font. I would maybe go pose that question on the GitHub here to make absolute sure.
I'll do some more digging/research, but I'm pretty sure you'd have to find another way. Possibly a plugin if it exists. Sorry!
Looking through optifine GitHub page about animation, I can't find them saying you CAN change font like that, only GUIs and non-block items. I don't believe this extends to font. I would maybe go pose that question on the GitHub here to make absolute sure.
I'll do some more digging/research, but I'm pretty sure you'd have to find another way. Possibly a plugin if it exists. Sorry!
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hmm, I've seen it done in lower versions with packs like this one here. Just have no idea how to translate it to our current version. This one does some real strange things to get it done. It has png alphabets it crops from or something to that effect. Thanks for the help in advance! It has little to no documentation fromwhat i've seen but this could also allow for animated chat symbols for ranks, etc lots of possibilities. Was hoping not to have to do a frame by frame in a gui plugin
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Hey I wanted to follow up with you. I did msg that guy and it's as I thought - optifine has since dropped support of that feature and it can't be achieved in later versions! :( He linked me instead to a plugin that seemed to work for 1.16+ that basically just does the scoreboard method. Sorry!
2
Ah what a shame! I'll dig around and find a plugin to do it, all good. Thanks so much for asking around!
1
there maybe a way if it's in the model folder then make it a gif
2
I'll have to dive a bit deeper. When I get to a computer I'll take a look and see if it can even be applied to updated versions anymore. Possibly could be a thing optifine did support but dropped (looking at you custom colored leads and fishing pole lines👀)
I would get in touch with that creator too, looks like they're still active. Description says something like Baksovic someone helped them make it or something. Maybe they can explain their process.
I would get in touch with that creator too, looks like they're still active. Description says something like Baksovic someone helped them make it or something. Maybe they can explain their process.
1
if a thing has a colored name in it do i need to add it in or not?
1
What does this even mean. What thing? What colored names? Please actually describe what it is you need help with.
1
when you use a special symbol (§) and a letter you get special text. if i wanted to make a custom texture for a named item, would i need to add the special text?
1
Would you need to? No.
Could you? Not sure if you can add special formatting codes to CIT items like that any longer.
If you're doing text on an item it wouldn't typically use the § symbol anyway unless you're on bedrock. It would be
On optifine github since 1.16 it looks like you can no longer do that, but you'd have to try it yourself to see.
If this isn't what you're looking for, you're going to have to go into detail about your problem. What little information you're giving me isn't enough to help you properly.
Could you? Not sure if you can add special formatting codes to CIT items like that any longer.
If you're doing text on an item it wouldn't typically use the § symbol anyway unless you're on bedrock. It would be
\u00A7
instead in the properties file. On optifine github since 1.16 it looks like you can no longer do that, but you'd have to try it yourself to see.
If this isn't what you're looking for, you're going to have to go into detail about your problem. What little information you're giving me isn't enough to help you properly.
1
do you need .mcassetsroot?
1
No
1
how do you change the texture of a block in your inventory like when you place it down it's one texture and if it's on the ground or in your inventory it's another
1
You can kind of achieve this by changing the Inventory Icon.
For example, if you are placing down a Grass Block, you can change the block shown in your inventory using a custom item model and a second image file
You could also use optifine CIT to possibly achieve this.
For example, if you are placing down a Grass Block, you can change the block shown in your inventory using a custom item model and a second image file
[yourpack]/assets/minecraft/models/items
{
"parent": "item/generated",
"textures": {
"layer0": "item/grass_block2"
}
}
"parent": "item/generated",
"textures": {
"layer0": "item/grass_block2"
}
}
You could also use optifine CIT to possibly achieve this.
1
where do i put the texture?
1
It tells you in the file
"layer0": "item/grass_block2"
Green = Folder Location in Texture Pack
Orange = File name
You can of course change the path to another folder if you wish, you would just change the green path. Hope that helps.
"layer0": "item/grass_block2"
Green = Folder Location in Texture Pack
Orange = File name
You can of course change the path to another folder if you wish, you would just change the green path. Hope that helps.
1
but would it also change the block?
1
No, this only changes the image while in your inventory.
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I am having a lot of trouble trying to make unique looking tools, I believe my problems are mostly around colour, where do I start fixing this
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I still struggle with color too. Some of the most important things you can remember are to hue shift and to keep your values straight (contrast between colors/shades)
This short youtube video is great to get you started
and here's a quick 2-part visual guide to help with the hue shifting/palettes
This short youtube video is great to get you started
and here's a quick 2-part visual guide to help with the hue shifting/palettes
2
I'm really getting good at hueshifting, but contrasts are still a big oof, thank you!
02/18/2022 12:02 pm
This reply was removed by the poster or a moderator.
1
You have already messaged me and I have already answered. You have to be in the role 'Content Creator' in the group. Read the Artist's FAQ on the group page to find out what that means and how to become one.
1
how do i get my texture (lets say an oak plank) in my texture pack if i have made it in a different website
1
Drag and drop.
Download your texture from the website, drag and drop into [YOURPACK]/assets/minecraft/textures/block
While I'm working on a MC texture pack, I keep it unzipped in my resource pack folder for minecraft so I can edit while I play. To make it easier on me, I'll put a folder shortcut directly on my desktop. If you get this set up, it's much easier to drag and drop items into your folder instead of typing %appdata% and looking for it constantly.
Download your texture from the website, drag and drop into [YOURPACK]/assets/minecraft/textures/block
While I'm working on a MC texture pack, I keep it unzipped in my resource pack folder for minecraft so I can edit while I play. To make it easier on me, I'll put a folder shortcut directly on my desktop. If you get this set up, it's much easier to drag and drop items into your folder instead of typing %appdata% and looking for it constantly.
1
i ment if it has a diffferent name or smthn also what do i do with the old texture?
1
Just..rename your new texture and drag and drop into the correct location. Overwrite the old texture.
It has to have the name it has. If you made an oak plank texture, in your pack it's going to have to be called oak_planks
It has to have the name it has. If you made an oak plank texture, in your pack it's going to have to be called oak_planks
1
ahh tyty
3
What does this mean? I've been trying to animate a custom block I made but I really don't know how to fix this :/
2
Can you reupload the image please?
2
imgur.com/a/F6TuC5O
here's the link to the images instead
I tried animated json files but it only displays the first frame correctly, the second frame ends up looking pink. In the actual png file, the second frame is not pink.
here's the link to the images instead
I tried animated json files but it only displays the first frame correctly, the second frame ends up looking pink. In the actual png file, the second frame is not pink.
1
Is the only animation you're doing the fire?
1
I wanted to do the soup too but only fire is also okay
1
I guess I'm confused where the third one comes in. There's the off model, and on model (where you can put animated textures for your soup and fire here, just be aware they can't be transparent)
EDIT: To further help you, and others looking for this solution, you cannot animate java models in a pack, not how you're trying to anyway. You would have to create a mod. Furnace or smoker only has two model states (regular and on) in these you have to add animated textures, you can't actually animate the models themselves. Hope that helps.
EDIT: To further help you, and others looking for this solution, you cannot animate java models in a pack, not how you're trying to anyway. You would have to create a mod. Furnace or smoker only has two model states (regular and on) in these you have to add animated textures, you can't actually animate the models themselves. Hope that helps.
1
I see 3 image of same block with 1 melfunctioned, correct?
are they the same block/file?
are they the same block/file?
1
yuppp it's the same resource pack. When the smoker turns on it's supposed too switch between two textures. The first texture works but the second texture is bugged.
1
so the smoker-on texture is bugged
hm
hm
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how do you make a texture change for one item/block when you rename it like a poppy
3
optifine/cit_single.properties at master · sp614x/optifine · GitHub
This might help with your question
This might help with your question
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how about without optifine
1
Technically, the model files DOES exsist for blocks and items listed so you could do randomized items/3d models if you so choose. However to do CIT, changing the model with a name, is limited to optifine i'm pretty sure.
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