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Clarification on Resolution types, and differences between a MOD, Resource Pack, Data Pack & Texture Pack
Hello to all,
I am hoping that someone in the community will be able to clarify the resoultuin differences in Minecraft.
First a little information.
I am currently working on a custom map for Ancient Egypt that includes all the Giza Plateau as it would have been (Everything built to scale interiors of structures included), along with the most iconical places along the River Nile to the Kings Valley tombs, temples again will be included and also built to scale. The scale will only be shortened on map distances from one location to another other wise you would require a month to travel from Giza to the Kings Valley walking none stop.
Progress of the build is here on PMC check my profile for more information.
Now to the questions
I understand default textures for blocks are 16x16 pixels, which I undestand can be changed by the power of 2.
1). I am I correct in thinking a block face can have a texture that is 16x16 32x32, 64x64 etc and what would be the max size you can go to would it be 1024x1024?
2). When it comes to character skins I see images that say they are 64x, yet the image is 128x128 for these I would like to know the default size the x factor and irs accompanying image size as these seem to me to contradict themselves. ( I am reasonably intuitive with computers as I have been a hobbyist building first own PC back in the early 1980's (Yeop im an oldie and retired now lol). Tech and things move a little fast for me these days so please accept my apologies if these questions seem a little out place for our younger or more knowledgeable members of the community.
3). I would also like to know what is the difference between a MOD & ResourcePack (from what I have been able to checkout using the inetrnet I am now more confused than ever so any or all help is very much appreciated.
4). I would also appreciate knowing the difference between a Data Pack and a Texture Pack.
I am mainly using MC version 1.20.1 Forge it had the most addons for it when my work began creating the Egypt Map. As I am still struggling to find certain items for my builds that make them just that little bit more authentic when creating historical accurate information. I will also require more as I intend to also create Mayan, Perisan, Greek, Roman, Frankish (French), Norse( Viking), Medieval (British) and Arthurian (Mythical Based) maps. I would like to try at creating my own custom items I have started with a Mod as the items will for now be just creative decoration I am not sure which would be the best approach to take. For example create a MOD, Resource Pack, Data Pack or Texture Pack or do all four using the correct features hey were intended to be for.
Sorry for such along comprehensive post, as I mentioned to some you i am sure the questions I have asked will seem qutie trivual. However for a relic like me who is very confused as help given as mentioned previousley will be very gratefully recieved.
Kind Regards to all that read this.
The Digital-Archivist
I am hoping that someone in the community will be able to clarify the resoultuin differences in Minecraft.
First a little information.
I am currently working on a custom map for Ancient Egypt that includes all the Giza Plateau as it would have been (Everything built to scale interiors of structures included), along with the most iconical places along the River Nile to the Kings Valley tombs, temples again will be included and also built to scale. The scale will only be shortened on map distances from one location to another other wise you would require a month to travel from Giza to the Kings Valley walking none stop.
Progress of the build is here on PMC check my profile for more information.
Now to the questions
I understand default textures for blocks are 16x16 pixels, which I undestand can be changed by the power of 2.
1). I am I correct in thinking a block face can have a texture that is 16x16 32x32, 64x64 etc and what would be the max size you can go to would it be 1024x1024?
2). When it comes to character skins I see images that say they are 64x, yet the image is 128x128 for these I would like to know the default size the x factor and irs accompanying image size as these seem to me to contradict themselves. ( I am reasonably intuitive with computers as I have been a hobbyist building first own PC back in the early 1980's (Yeop im an oldie and retired now lol). Tech and things move a little fast for me these days so please accept my apologies if these questions seem a little out place for our younger or more knowledgeable members of the community.
3). I would also like to know what is the difference between a MOD & ResourcePack (from what I have been able to checkout using the inetrnet I am now more confused than ever so any or all help is very much appreciated.
4). I would also appreciate knowing the difference between a Data Pack and a Texture Pack.
I am mainly using MC version 1.20.1 Forge it had the most addons for it when my work began creating the Egypt Map. As I am still struggling to find certain items for my builds that make them just that little bit more authentic when creating historical accurate information. I will also require more as I intend to also create Mayan, Perisan, Greek, Roman, Frankish (French), Norse( Viking), Medieval (British) and Arthurian (Mythical Based) maps. I would like to try at creating my own custom items I have started with a Mod as the items will for now be just creative decoration I am not sure which would be the best approach to take. For example create a MOD, Resource Pack, Data Pack or Texture Pack or do all four using the correct features hey were intended to be for.
Sorry for such along comprehensive post, as I mentioned to some you i am sure the questions I have asked will seem qutie trivual. However for a relic like me who is very confused as help given as mentioned previousley will be very gratefully recieved.
Kind Regards to all that read this.
The Digital-Archivist
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Thanks for your help.
Some of these at least I can answer… (all of this is for java vanilla 1.20.4, but ought to work with all/most other versions of vanila java and will probably do so with Forge [with which I have minimal experience])
#1 A block face displays a rendition of the relevant texture png — it does not need to be a power or 2 (I've used 25, 49, etc successfully).
I don't know what the maximum size is… there are a number available at 4096 so I don't think you'll hit whatever the limit is.
#2 Default size for java player skins is 64x64 pixels (with the front of the head being 8x8 pixels) [Old skins may be 64 wide x 32 talll as they only supported the outer/armor layer for the head]
Bedrock also allows 128x128 skins [maerked as "HD Bedrock Minecraft Skin" in the skins section].
Various mods exist that permit latger sizes
N.B. Mob skins (at least in java) do not appear to have a size limit [or I've yet to hit it] e.g. Shadow Slime which is 8x the standard slime size.
#3 & #4
There are three main classes of 'after market' java additions (four if one also counts player skins)
Resource packs (which includes, but is not limited to, Texture packs) and encompass anything that gets installed by being put in the " resourcepacks folder in your Minecraft directory"… These are limited to changing what are basically cosmetic features — at least in vanilla.
[PMC still labels these as Texture packs, but they can modify other things (such as sounds and language files as well).
MS/Mj changed the name a while back and usage has yet to catch up — this is made more confusing by the fact that Data Packs and Mods are also composed of what are logically resources.]
Data Packs change some of the gameplay functions like Recipes, and can also invoke functions to allow the use of novel blocks and items. [I've done comparatively little with these and am thus not the best source for what is possible within their limitations.] Data packs are installed by putting them in the world folder of a world, q.v. https://www.planetminecraft.com/blog/how-to-download-and-install-minecraft-data-packs/
Note that a data pack cannot affect the texture of a block, thus many have links to texture packs needed to make the data pack look correct.
Mods might be roughly defined as anything else, and directly change game code (generally working with a mod loader – such as Forge – for convenience and compatibility) These are generally made available as jar files and can include the sorts of changes made by data or resource packs.
#1 A block face displays a rendition of the relevant texture png — it does not need to be a power or 2 (I've used 25, 49, etc successfully).
I don't know what the maximum size is… there are a number available at 4096 so I don't think you'll hit whatever the limit is.
#2 Default size for java player skins is 64x64 pixels (with the front of the head being 8x8 pixels) [Old skins may be 64 wide x 32 talll as they only supported the outer/armor layer for the head]
Bedrock also allows 128x128 skins [maerked as "HD Bedrock Minecraft Skin" in the skins section].
Various mods exist that permit latger sizes
N.B. Mob skins (at least in java) do not appear to have a size limit [or I've yet to hit it] e.g. Shadow Slime which is 8x the standard slime size.
#3 & #4
There are three main classes of 'after market' java additions (four if one also counts player skins)
Resource packs (which includes, but is not limited to, Texture packs) and encompass anything that gets installed by being put in the " resourcepacks folder in your Minecraft directory"… These are limited to changing what are basically cosmetic features — at least in vanilla.
[PMC still labels these as Texture packs, but they can modify other things (such as sounds and language files as well).
MS/Mj changed the name a while back and usage has yet to catch up — this is made more confusing by the fact that Data Packs and Mods are also composed of what are logically resources.]
Data Packs change some of the gameplay functions like Recipes, and can also invoke functions to allow the use of novel blocks and items. [I've done comparatively little with these and am thus not the best source for what is possible within their limitations.] Data packs are installed by putting them in the world folder of a world, q.v. https://www.planetminecraft.com/blog/how-to-download-and-install-minecraft-data-packs/
Note that a data pack cannot affect the texture of a block, thus many have links to texture packs needed to make the data pack look correct.
Mods might be roughly defined as anything else, and directly change game code (generally working with a mod loader – such as Forge – for convenience and compatibility) These are generally made available as jar files and can include the sorts of changes made by data or resource packs.
[Not something I've yet mastered so hopefully you'll get a more knowlegable response.]
Thank You for your detailed reply this helps me a great deal.
1. The default texture resolution is indeed 16x. The maximum texture resolution without any modifications is 512x. This can easily go higher with mods, but the higher the resolution, the worse the performance. You can technically go up to 4096x.
2. Minecraft puts every piece of the player model skin into one atlas. To fit it all in there, the image must be bigger than the desired resolution (ofc, still a factor of 2). If you want to make a higher resolution skins, I recommend using proper tools that allow you to check model UVs, so you can adjust your skin to fit them perfectly.
3. Resource Packs can be applied directly from the game and don't need any loaders. They consist mostly of the assets like textures, models, blockstates or sounds. While limited by their functionality, they can be expanded upon with mods like Continuity, EMF/ETF, Fusion or even the dying Optiftine. Mods require a loader to function and are written for specific loaders and versions (unless you make it with multiloading in mind). They can modify the existing game code or add new things - pretty much anything you can think of. They require some Java knowledge to make. They also use the same assets you'd put into resoruce packs, so by learning modding you'll automatically learn about making resource packs as well.
4. Data Packs are like poor mans' mods. You can add features to them through pre-defined JSON structures.They allow you to edit and add stuff to the game, but limited to the base game functionality (changing recipes, adding dimensions, functions using commands, etc.) Still a very accessible way to add or change basic stuff.
Texture Packs are what later became Resource Packs.
If you're looking for some cool mods that can improve your builds, definitely try Conquest Reforged. It has tons of medieval blocks that may help you with that.
2. Minecraft puts every piece of the player model skin into one atlas. To fit it all in there, the image must be bigger than the desired resolution (ofc, still a factor of 2). If you want to make a higher resolution skins, I recommend using proper tools that allow you to check model UVs, so you can adjust your skin to fit them perfectly.
3. Resource Packs can be applied directly from the game and don't need any loaders. They consist mostly of the assets like textures, models, blockstates or sounds. While limited by their functionality, they can be expanded upon with mods like Continuity, EMF/ETF, Fusion or even the dying Optiftine. Mods require a loader to function and are written for specific loaders and versions (unless you make it with multiloading in mind). They can modify the existing game code or add new things - pretty much anything you can think of. They require some Java knowledge to make. They also use the same assets you'd put into resoruce packs, so by learning modding you'll automatically learn about making resource packs as well.
4. Data Packs are like poor mans' mods. You can add features to them through pre-defined JSON structures.They allow you to edit and add stuff to the game, but limited to the base game functionality (changing recipes, adding dimensions, functions using commands, etc.) Still a very accessible way to add or change basic stuff.
Texture Packs are what later became Resource Packs.
If you're looking for some cool mods that can improve your builds, definitely try Conquest Reforged. It has tons of medieval blocks that may help you with that.
Also try Axiom, it'll help you with terrain and large scale building.
Thank You also for your detailed reply. I will also take a look at Axiom.
The map edit currently I am using WordEdit, alomg with the World Painter software. The latter I use first this i can draw or trace a map to give me the basic landscape I need. The World edit I use to transfrom ingame the terrain also useful for placing save structures. As all structures I create in a sperate map with no land easier for repiclating underground structures then i copy it and paste it to the world map I am editing.
The map edit currently I am using WordEdit, alomg with the World Painter software. The latter I use first this i can draw or trace a map to give me the basic landscape I need. The World edit I use to transfrom ingame the terrain also useful for placing save structures. As all structures I create in a sperate map with no land easier for repiclating underground structures then i copy it and paste it to the world map I am editing.
Axiom does pretty much all of that while using the in-game editor with UI resembling one you'd find in a 3D modelling software. In my opinion it's currently the fastest and easiest to approach tool available. It also allows you to create schematics and load them on the go, as well as transform them in real time to allow for more variety and customizability.
