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ZzartySt's Avatar ZzartySt
Level 28 : Expert Artist
11
The "Lava Armor Trims" Minecraft texture pack is a visually stunning addition to the game that changes the appearance of armor trims to a fiery, molten lava texture. The pack imbues your in-game character with a bold and dangerous look. This pack will add an extra layer of excitement to your gameplay. So, upgrade your armor and bring the heat with the "Lava Trims" Minecraft texture pack!



The "Lava Armor Trims" Minecraft texture pack replaces the texture of quartz trims with a fiery, molten lava texture.
Progress50% complete
Game VersionMinecraft 1.19
Resolution16x
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5
04/27/2023 7:44 am
Level 1 : New Explorer
mqrk_
mqrk_'s Avatar
make one with sculk<3
2
01/31/2023 11:14 am
Level 38 : Artisan Miner
WILLKOZZ
WILLKOZZ's Avatar
And what if you add lava animation here to work like on a magma block and also that amethysts have random particles of iridescent colors of different colors.
1
01/31/2023 12:23 pm
Level 28 : Expert Artist
ZzartySt
ZzartySt's Avatar
I can't animate such functions in Vanilla. I can't animate it now. Plus, these textures are done with "paletted_permutations", so there are some limitations.
1
03/15/2023 2:53 pm
Level 37 : Artisan Crafter
Rhombicosidodecahedron
Rhombicosidodecahedron's Avatar
cant you animate it with .mcmeta? you cant make it glow, since that requires optifine, but i think you can just use quartz.mcmeta. If youll allow me, i can try to do it and post it.
1
03/16/2023 4:50 am
Level 28 : Expert Artist
ZzartySt
ZzartySt's Avatar
I tried it. It just not able to load animated texture color palette.
2
04/27/2023 9:48 pmhistory
Level 1 : New Miner
Paralysis_03
Paralysis_03's Avatar
I have been able to solve this problem. in the \assets\custom\shaders\core folder make a FSH file and name it rendertype_armor_cutout_no_cull. If the opacity is set to 253 the texture will pulse.



paste the following into the file:



#version 150

#moj_import <fog.glsl>

uniform sampler2D Sampler0;

uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform float GameTime;
uniform vec4 FogColor;

in float vertexDistance;
in vec4 vertexColor;
in vec2 texCoord0;
in vec2 texCoord1;
in vec4 normal;

out vec4 fragColor;

void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
if (color.a < 0.1) {discard;}

float TrimAnimation = GameTime * 1000;
float opacity = ceil(color.a * 255);

if (opacity == 253) {color = mix(
color,
mix( texture(Sampler0,texCoord0)/2 , texture(Sampler0,texCoord0)*2 , pow(sin(min(vertexDistance,20)),2) ), pow(sin(TrimAnimation),2)
);};
if (opacity == 254) {color = color + (texture(Sampler0, texCoord0) * 0.75);};
if (opacity == 252) {color = color + (texture(Sampler0, texCoord0) * 0.25);};
if (opacity == 251) {color = color + (texture(Sampler0, texCoord0) * 0.125);}

fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}
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