
Please avail improve this page. The talk page may contain suggestions .
MỤC LỤC
foreword
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resource packs allow users to include files that can modify or add custom textures, models, animations, music, sounds, exploiter interfaces, and languages that change the manner some things in Minecraft behave or look .
What NOT to do
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There are some things that you should NOT do when creating a resource pack / texture packs, which includes but is not limited to :
Reading: Tutorials/Creating a resource pack
- Anything that violates the Minecraft EULA.
- Release files that allow users to play a release of Minecraft without having purchased it from Mojang.
- Release the decompiled source code of Minecraft in any way.
In any encase, you should constantly follow the Terms and Conditions on the Mojang Studios web site. It is besides suggested that you never extract game files to your background, as it can result in technical issues .
Getting Started
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Making a Resource carry
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Minecraft has a singular machinist that allows for text and media files to be added to the game files that allow for everything from customs block textures and models to custom credits and sound events. This tutorial is meant to help with setting up the file systems in order to implement them. Since the files are basically code, there are technical foul rules for how to format files and certain things may change from version to version. As such, what is written in this tutorial may not apply to every situation, but in the subject where the difference is significant and specific, it will provide a framework on the changes needed for unlike versions. This tutorial is geared toward the latest release of Minecraft , which is currently 1.18
{ "pack": { "pack_format": 8, "description": "My Resource Pack" }, "language": { "LANG_COUNTRY": { "name": "My Custom Language", "region": "Country/Region name", "bidirectional": false } } }
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Creating customs files for Minecraft, whether in the forms of resource/data packs or mods, is reasonably technical and can be unmanageable. There are many rules that must be followed in order for add-ons to work correctly, most notably how the files are formatted. There are many tools that can help mitigate these issues, some of which are listed here .
file Archiver
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To access the base assets of Minecraft to edit textures, models, or sounds, a file archiver is needed. 7-Zip or WinRAR are suggested. MacOS has a built-in file archiver called “ archive utility ” that can be used, but if an option is wanted, The Unarchiver will do .
IDE
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Making a resource pack involves creating JSON text files, which can be crafty to use and format correctly. many IDEs ( Integrated Development Environment ) aid with formatting these files and making indisputable proper syntax is used, american samoa well as avail organizing files in a project. here are some suggestions :
- Notepad++ – A very lightweight IDE. very easy to use
- Atom – Suggested for those new to IDEs. Very easy to set up a project folder and stay organized.
- Visual Studio Code – More complex IDE better suited for those who have experience with working in IDEs.
- jsonformatter.org – an online JSON formatting
Audio Editor
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In order to add sound files, you must put it in the proper format ( .ogg ). While this can be done using one of numerous sites online, an audio editor program program is suggested to allow custom-make or snip of audio files. Audacity is one of the most popular audio editors .
persona Editor/3D Modeling Tool
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To add textures or custom models, it is suggested to use a mold course of study that allows for a visual-based edit system. Like with audio conversion websites, there are many on-line tools, though a common commend program is Blockbench. Most effigy editors will suffice to modify textures, but it is recommended to use an editor program that supports transparency such as paint.net or hypertext transfer protocol : //pixlr.com/ so that you may add guileless pixels to textures .
Creating a resource carry
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All the resources and instructions in a pack reside in the compact booklet, which lives in the “ resourcepacks ” directory. You may wish to use an IDE to help keep cut of the files within your resource pack if there are multiple. In versions 1.11 and higher, all file names within a resource pack should use lowercase letters only.
Creating the booklet
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The beginning thing we need to do is create the folder that will contain all the resource throng files. Create a booklet on your background or another well accessible location and name it Tutorial_Resource_Pack
. This will finally be the name displayed in the resource carry menu .
Creating a .MCMETA file
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Within your resource pack booklet, we need to create a pack.mcmeta
file. This lets Minecraft know that the folder is a resource pack and contains utilitarian data such as :
- The recommended version for the resource pack.
- The description displayed under the pack title in the selection menu.
- Preliminary information on any custom languages added in the resource pack.
To create this file, we need to create a text file within the booklet and name it pack.mcmeta
. Make certain the file extension is .mcmeta
and not .txt
or the pack may not be detected. When renaming you may get a admonitory that changing a file name extension could make the file unserviceable or may switch the program required to open it. You can still open this file in a text editor by right-clicking the charge and selecting the “ open With ” option. Note: You may need to select a program using your file browser.
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open pack.mcmeta
in a text editor program or IDE of your choice and type or copy+paste the follow :
{ `` pack '' : { `` pack_format '' : 9 , `` description '' : `` Tutorial Resource Pack '' } }
"pack_format"
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The value of "pack_format"
tells Minecraft what release the resource pack is designed for, and is different for certain versions. The following number what versions each measure is associated with :
1
for versions 1.6.1 – 1.8.92
for versions 1.9 – 1.10.23
for versions 1.11 – 1.12.24
for versions 1.13 – 1.14.45
for versions 1.15 – 1.16.16
for versions 1.16.2 – 1.16.57
for versions 1.17.x8
for versions 1.18.x9
for versions 1.19.x
Note: As more updates are released, values may be changed or added.
"description"
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The text following "description"
is displayed under the pack title in the choice menu, and must be put inside quotes ""
. If you wish to use limited characters, you can enter the Unicode code for the character in the format \u####
, where ####
is the Unicode hex code for the character. Say you want to use the letter ß, which has code U+00DF
. Inside the description you would type \u00DF
. Make certain that you are using the decline solidus, or it may not work. A list of Unicode codes can be found here. Note: Only the characters 0000–FFFF (Basic Multilingual Plane) are supported. [ citation needed ]
discipline syntax
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Be identical careful not to forget quotation marks ""
, colons :
, braces {}
, or squarely brackets []
. Missing one of these can lead to your resource tamp down not being detected by Minecraft. Make certain that your pack.mcmeta
file matches the one shown above .
Testing your battalion
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At this point, you can test if the pack is formatted correctly by putting it in the plot ! To do this you must place your resource pack booklet in the Minecraft pack booklet. You can access it by selecting “ Options “, then “ Resource Packs ”, then “ Open Pack Folder ”, or you can navigate to it from your file browser :
- For Windows, right click on the start button → run → type in %appdata% → .minecraft → resourcepacks
- For MacOS, go to Library → Application Support → minecraft → resourcepacks
- For Linux, go to ~/.minecraft/resourcepacks (/home/
/.minecraft/resourcepacks)
once you have the folder afford, you can drag your custom-made gang booklet and drop it in. If you have formatted the files correctly, you should see your resource pack appear in the menu .
Troubleshooting
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If you do n’t see your pack in the list, make sure your pack.mcmeta
file is compensate and saved in the folder. Look for any miss braces {}
, comma ,
, colons :
, quotation marks ""
, or square brackets []
. Remember that for each open brace, quotation, or square bracket, you must have a close up brace, citation, or square bracket .
Pack icon
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If an icon is not specified, a cobble icon will show up future to the throng. If you want to use your own battalion icon, you can place it inside your resource backpack folder with the name pack.png
. The file must be a PNG, and works with any square resolution, but a 128×128 pixel picture renders the best .
Adding content
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Structuring the assets folder
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now that you have your resource pack set up, you can start adding content to it. Most files you add will be in a subfolder called assets
. Simply create a newly booklet inside your resource pack booklet named assets
. This, pack.mcmeta
, and pack.png
should be the lone files located directly in your parent resource gang folder. Any other resource files must be located somewhere in assets
or they wo n’t be read by Minecraft .
Adding a namespace folder
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future, inside your assets folder are your namespace folders. These serve separate the files in your resource pack so that there is no confusion between which files are located where. If you plan on modify or replacing vanilla resources, those files would go into the minecraft
namespace folder. Custom additions should go in your own namespace folder, which for this tutorial will be named custom
. In the future, you should use a significant or singular namespace sol that there is n’t a possibility of other resource packs confusing which files belong where when multiple packs are loaded .
Accessing the vanilla resources
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If you plan on editing multiple resources, or to help facilitate of access, you may want to save a transcript of the vanilla resources in an accessible location in case some things rely on other files within the directory. To do this, you need to navigate to the vanilla resources file by opening the versions
folder inside the .minecraft
directory. You should see a list of total folders, which correspond to versions that you ‘ve loaded or used in the by. Open the folder corresponding to the adaptation you want for your resource pack ( in this tutorial it would be 1.18 ) and extract the JAR charge located inside, which can be done by right clicking the file and selecting a charge archiver from the “ overt With ” choice. You may want to save this in an accessible location for future reference, as certain tasks such as modifying block models require textures in addition to the model files. If you do not have a plan that can open .jar files just change the extension from .jar to .zip .
Modifying an entity ‘s texture
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This section goes through the work of modifying a texture, using the crawler texture as an case .
Finding the vanilla texture
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first, you will need the vanilla resource to get the texture you want to edit. This will be located in the educe version booklet that was created in the previous section. In the extract folder, navigate to assets
→ minecraft
→ textures
→ entity
→ creeper
where you will find creeper.png
. Save a duplicate of this file somewhere accessible or keep the booklet window open during the next few steps .
Next you ‘ll need to replicate the booklet structure of the vanilla pack within your resource compact, which lets Minecraft know to use the texture. Since we are modifying a default texture, this will be in the minecraft
subfolder of our assets
booklet. Within the minecraft
folder of your resource pack, do the following :
- Inside
minecraft
, create a folder calledtextures
. - Inside
textures
, create a folder calledentity
. - Inside
entity
, create a folder calledcreeper
. - Copy the creeper texture from the vanilla resource pack into your newly created
creeper
folder.
now that you have the normal crawler texture placed in your resource compact, open it up in the persona editor program of your choice. It should look something like the prototype shown. Since texture files are very little, you may need to zoom in .
- A quick note on textures
If you ‘ve never seen a texture before, the above image might surprise you. A batch of textures look this way and are “ wind ” around a model, like wrapping newspaper around a show .
now it ‘s clock time to be creative ! Edit the texture however you want. For simplicity, this model adds a headband. note where the changes are and compare it to the color-coded texture above .
once you are happy with your texture, save the charge as creeper.png
. It is important that it is saved with the same name as the default asset or otherwise it will not detect and load your texture. now you can load up Minecraft and spawn a creeper with your custom texture ! If it does n’t show up, make sure that you ‘ve selected your resource pack. If it calm does n’t work, make certain you ‘ve named the charge properly and placed it in the correct folder .
Pack Hierarchy
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If you are playing with multiple resource packs loaded, there may be some textures that are in your pack that are n’t being shown. This is because of the way resource packs are loaded in Minecraft. All selected resource pack files are loaded from the bed up as they are shown in the excerpt menu, thus if there is a resource carry that is loaded above yours, it may replace files that you ‘ve changed. This can cause versatile issues with using multiple themed resource packs that have differing textures .
Modeling Blocks/Items
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sometimes you may want to change one of the Minecraft models. To do so you will need a file archiver to get the default exemplar and texture along with a 3D modeling joyride to edit the model. Blockbench works well in this case since it can export directly to the .json
format needed for models .
Replacing a Block
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Because the default ladder in Minecraft is n’t 3D, you can replace it with your own exemplar. First, get all the ladder ‘s files into this resource pack :
- Open the Minecraft JAR file using a ZIP viewer of your choice.
- Navigate into the
assets/minecraft/blockstates
folder, then extractladder.json
toTutorial_Resource_Pack/assets/minecraft/blockstates
- Navigate into the
assets/minecraft/models/block
folder, then extractladder.json
toTutorial_Resource_Pack/assets/minecraft/models/block
- Navigate into the
assets/minecraft/textures/item
folder, then extractladder.json
toTutorial_Resource_Pack/assets/minecraft/textures/item
- Lastly, navigate into the
assets/minecraft/textures/block
folder, then extractladder.png
toTutorial_Resource_Pack/assets/minecraft/textures/block
.
now you can either edit the ladder.png
using your prefer image editor program, or you can edit it in your favored modeling editor. note : If you are doing a basic “ barely Simple Nonanimated Textures ” pack, the .json files are unnecessary. If you are doing special features to change what the texture looks like when certain parameters are true or false. For case that resource pack that makes grass blocks smooth indeed you do n’t have dirt lines everywhere in your world that uses code .
Modeling the Ladder – Blockbench
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In modeling the ladder, we will use Blockbench. once you have opened the broadcast, crush Ctrl+O
to open the model survival menu. After the open dialogue has appeared, go to the location where you saved ladder.json
and choose. You then should be facing a run that is on the south english of the box .
- On the menu bar, go to “Edit -> Add Cube” to create a new block.
- Resize the model to a full-sized cube. Then, under Textures on the left panel right click
ladder.png
, then click Apply to Untextured Faces. - In the top left, there will be an image of the ladder, with a 1×1 highlighted region. Move this to change the texture to what you want it to be. Repeat until all sides of the block are as wanted.
- Go to “File -> Save Model” and save in
resourcepacks/Tutorial_Resource_Pack/assets/minecraft/models/block/ladder.json
(Replace “block” with “blocks” for 1.12 and below).
immediately we have created a fresh model for the ladder auction block in Blockbench .
Texturing the Ladder – Paint.net
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Go to getpaint.net and get paint.net or go to ninite.com, choose paintNET and run it after it downloads to install paint.net for absolve .
- Open paint.net.
- Do Ctrl+O and go to .minecraft/textures/block/ladder.png and double click.
- Edit the Ladder however you want.
- When you’re done, press the X button in the top right of the window. It will open a dialog if you changed anything and ask if you want to save your work. Press Save then okay twice. You don’t need to change anything in the menus.
Finishing off
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When you have completed the 3D model of the run and saved it, plunge Minecraft, and test it out. Place a run on a wall, and you should see its replace model .
Changing existing sounds or music
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This section is missing information about Changing subtitles of sounds, adding subtitles to existing sounds without them.
Please expand the section to include this information. Further details may exist on the lecture page just like modifying the default option textures or models, you can substitute customs sounds in put of the nonpayment ones. In this example, you will learn how to change the boss music in the ender dragon fight .
Finding a good ‘s path
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similar to the custom texture and models, you ‘ll first need to know the path of the sound you want to change .
- Inside your .minecraft folder, navigate to
assets/indexes
, which will have a list of numbered.json
files. - Find the
.json
file corresponding to your Minecraft version (e.g.1.16.json
), and open it with a text editor or IDE. - In this file you can find all the sounds found in Minecraft. Press CTRL + F to search for your sound.
- For a list of filenames for music, you can check Music#List
- Your sound path will look something like this:
minecraft/sounds/music/game/end/boss.ogg
Modifying the sound
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- Inside your resource pack folder, navigate to
assets/minecraft
. - Create a new folder named
sounds
. - Now inside your
sounds
folder, you need to create new folders depending on your sound’s path. For example, if your path isminecraft/sounds/music/game/end/boss.ogg
, you need to create the folderssounds/music/game/end
. - In the last folder (in this example, it’s
end
) you can put in your new sound file. Make sure you named the file to the file that you’re replacing, or in this example,boss.ogg
.- Note that this file must be a
.ogg
file. To convert your sound file to a.ogg
file, you can use the free website Online-Convert.com
- Note that this file must be a
Testing your sound
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If everything went according to design, you have now replaced a voice in Minecraft. To test it :
- Make sure you have enabled your resource pack.
- If you already had Minecraft open with your resource pack enabled, you can press F3 + T to reload all resource packs.
- Use the
/playsound
command to play your sound. In our example, type:/playsound minecraft:music.dragon master @s
Adding new sounds or music
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This section is a work in progress.
Please assistant in the expansion or creation of this article by expanding or improving it. The talk page may contain suggestions. In addition to modifying default sounds, you can add your own ! In this example, a raw musician hurt strait can be added without replacing any of the current player distress sounds .
Finding the reasoned path
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In order to add a healthy, you ‘ll need to know where it should actually go by determining its path. Unlike replacing sounds, you will go square to your resource pack booklet and search in there .
- Find and open your version’s
.json
index file (e.g1.16.json
) from.minecraft/assets/indexes
. - Press CTRL + F to search for your sound path.
- In this case, the location for the player hurt sounds will look like this:
minecraft/sounds/damage/
.
- In this case, the location for the player hurt sounds will look like this:
Adding the folders and strait in your resource compact
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- Going to your resource pack folder, navigate to
Tutorial_Resource_Pack/assets/minecraft
. - Inside the
minecraft
folder, create a folder namedsounds
.- If you already have a
sounds
folder from replacing a default sound, open that folder.
- If you already have a
- Within the
sounds
folder, create a folder that matches the directory of the sound you want to add. In this case, we are going to create a file calleddamage
. - Add your sound here.
- The sound must be a
.ogg
file. Like in the previous section, you may use the free website Online-Convert.com or use Audacity as mentioned at the top of the page. - Also note the already existing files seen in your
.json
file from above. In this case, five other hurt sounds exist within theminecraft/sounds/damage/
folder, two for falling at different heights (fallbig.ogg
andfallsmall.ogg
) and the other three are when the player actually gets hurt (hit1.ogg
,hit2.ogg
, andhit3.ogg
) Since we want to add a fourth sound to the existing three hurt sounds, we cannot reuse those file names. For simplicity, name your soundhit4.ogg
.
- The sound must be a
Changing the sound event
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Because we are adding a sound, we must change the consort sound consequence in sounds.json
.
- Go back to
assets/minecraft
in your resource pack folder. - Create a text file named
sounds.json
. Do make sure that the file extension is indeed .json and nothing else. - At your choice, paste the following template into
sounds.json
:
{ `` entity.player.hurt '' : { `` sounds '' : [ { `` name '' : `` damage/hit1 '' } , { `` identify '' : `` damage/hit2 '' } , { `` name '' : `` damage/hit3 '' } , { `` name '' : `` damage/hit4 '' } ], `` subtitle '' : `` Hurt '' } }
- The above code only applies to this example, which adds a new damage sound. If you are changing a different sound event, replace
entity.player.hurt
with the sound event listed in the vanillasounds.json
file. - You can find out the id used by Minecraft for each sound folder. By using
/playsound
in-game, you can determine this id. In this case, using/playsound minecraft:entity.player.hurt master @s
will confirm that the player’s hurt sound is indeed classified asentity.player.hurt
. - Make sure the name fields are in lowercase characters only. The names of your files should be in lowercase as well. Otherwise, the resource pack may fail to use your new sounds.
- The
subtitle
field dictates the text that will display when the sound is played. It can either be a string of text, or can use a field defined in alang
file.[ needs testing] - In addition to these fields displayed, you may add more additional fields to the
sounds.json
file to specify more parameters such asvolume
andpitch
. A detailed list of additionalsounds.json
fields can be found here. - Correct
.json
formatting is required! Any missing bracket, comma, etc. will result in the resource pack failing to work properly.
Testing your sound
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If there is an error anywhere in your sounds.json
charge, none of the sounds described in it will appear in-game. If this happens, you should check the spell and charge paths. If everything went according to plan, you have now added a sound to Minecraft. To test it :
- Make sure you have enabled your resource pack.
- If you already had Minecraft open with your resource pack enabled, you can press F3 + T to reload all resource packs.
- Use the
/playsound
command once again to play your sound. In our example, type:/playsound minecraft:entity.player.hurt master @s
. For this example, it will likely require multiple tries, as hurt sounds are chosen randomly.
Adding Languages
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You can add new languages to Minecraft using a resource throng. Assume your language code is ‘LANG ‘ [ 1 ] and country/region code is ‘COUNTRY ‘, [ 2 ] pack.mcmeta
will look like :
- pack.mcmeta
{ `` pack '' : { `` pack_format '' : 7 , `` description '' : `` Tutorial Resource Pack '' } , `` terminology '' : { `` LANG_COUNTRY '' : { `` list '' : `` tutorial speech '' , `` area '' : `` COUNTRY/REGION name '' , `` bidirectional '' : false } } }
If you want your terminology to be right-to-left, set "bidirectional"
to true
. then, put LANG_COUNTRY.json
in assets/minecraft/lang
inside your resource pack. When you launch the game, choose your resource throng, open the Language survival screen door, and your new linguistic process will be there .
- Notes
The pack.mcmeta
goes in the root folder of your resource pack, not in the assets/minecraft/lang
folder. besides note that the above pack.mcmeta
is the same file as the pack.mcmeta
file that you have created a while ago. As of 1.7-pre, you can choose multiple resource packs at once. If you want to use your new terminology and resource pack for earlier 1.7, you need to combine them manually because multiple resource packs could not be selected before the interpretation .
animation Properties
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An example of an animation file is this :
- stone.png.mcmeta
{ `` animation '' : { `` interpolate '' : true , `` width '' : 1 , `` acme '' : 7 , `` frametime '' : 1 , `` frames '' : [ { `` index '' : 0 , `` time '' : 0 } , 1, 2, 3, 4, 5, 6, 4, 2 ] } }
- Note
All you actually need to make a texture animated is the watch code. By default option, it will make each skeletal system last only one tick :
- stone.png.mcmeta
{ `` animation '' : { } }
Save the file as the same name as the texture you want to be animated with an .mcmeta
in the like folder as your texture .
texture Properties
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An model of a texture property is this :
- shadow.png.mcmeta
{ `` texture '' : { `` blur '' : false , `` clamp '' : true } }
Fonts
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fictional character sizes in fonts are determined by the last tune of pixels that contains pixels that contain a non-zero alpha. This allows extra embroider to be added around characters by adding a color with an alpha tied of 1, which Minecraft will consider as separate of the character .
Testing your Resource backpack
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- Launch the game
- Click on Options
- Click on Resource Packs
- Find “Tutorial_Resource_Pack” in the list on the left and click the arrow next to it
- Click Done
If you decide you want to make some changes to your resource pack, edit your resource pack, go to resource packs in options, remove your pack from the active list and passing, go back, and reapply it. alternatively, saving the texture to the resource pack and pressing F3 + T will reload the battalion without the necessitate to reload the nonpayment textures first.
Packaging Resource Packs with Worlds
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For use in singleplayer worlds, you can package your resource gang as a ZIP file named resources.zip
inside the world directory. This will then be mechanically used when playing the singleplayer world .
Server Resource Packs
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If you are the owner of a server, you may set it as the resource carry of your server .
- Make sure your pack format is a .zip-folder.
- Upload the pack on a file hosting website, e.g. MCPacks.
- Copy the download link of your pack. IMPORTANT: If you are using your own server or some other host then you have to make sure that you are using a direct download link. You also need to make sure to use a SSL certificate that is compatible with the shipped Java version 8 u51. (MC-143768)
- Open the server.properties with a text editor.
- Search for the line “resource-pack=”.
- Paste the download link after the equal sign.
- Optional: Set the “resource-pack-sha1” hash sum of the pack file.
- Save your changes to the server-properties and restart your server.
- Enjoy!
Servers can have an icon that will show up in the Multiplayer number .
- Create a PNG image with a size of 64 by 64 pixels, transparency is supported.
- Save (or rename) it to
server-icon.png
. - Move it to the server’s directory.
- Restart the server.
- Server icons will display next to the server name.
References
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