Forums - Cool stuff for texture packs with mcpatcher : Chitchat Bar

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Joined: 01 Apr 2016, 22:51
Posts: 15
PostPosted: 14 Jun 2016, 23:26 
Hey everyone just wondering if there are any resource pack pros out there because I want to use cit's and aren't sure about the layout of my file and also if I need to be refering to the items in textures or in models, If anyone has an example or something that would be awesome but here's what I thought the mcpatcher tutorial thingy was telling me to do:

texture.goblin_sword
items=diamond_sword
nbt.display.Name=Goblinified Sword

basically all I have outside of this is a texture called goblin_sword in the texture/items folder.
also do you know if you can have it change to an animated version? like a flaming sword if a flame enchantment is applied.
finally I was trying to make activated activator rails have varying textures just by having some different textures and editing the blockstates file like so:

[+] Show Spoiler
 {
    "variants": {
        "powered=false,shape=north_south":  { "model": "golden_rail_flat" },
        "powered=false,shape=east_west":  { "model": "golden_rail_flat", "y": 90 },
        "powered=false,shape=ascending_east": { "model": "golden_rail_raised_ne", "y": 90 },
        "powered=false,shape=ascending_west": { "model": "golden_rail_raised_sw", "y": 90 },
        "powered=false,shape=ascending_north": { "model": "golden_rail_raised_ne" },
        "powered=false,shape=ascending_south": { "model": "golden_rail_raised_sw" },
        "powered=true,shape=north_south":  { "model": "golden_rail_active_flat" },
        "powered=true,shape=east_west":  { "model": "golden_rail_active_flat", "y": 90 },
        "powered=true,shape=ascending_east": { "model": "golden_rail_active_raised_ne", "y": 90 },
        "powered=true,shape=ascending_west": { "model": "golden_rail_active_raised_sw", "y": 90 },
        "powered=true,shape=ascending_north": { "model": "golden_rail_active_raised_ne" },
        "powered=true,shape=ascending_south": { "model": "golden_rail_active_raised_sw" },
      "powered=true,shape=north_south":  { "model": "golden_rail_active_flat1" },
        "powered=true,shape=east_west":  { "model": "golden_rail_active_flat1", "y": 90 },
        "powered=true,shape=ascending_east": { "model": "golden_rail_active_raised_ne1", "y": 90 },
        "powered=true,shape=ascending_west": { "model": "golden_rail_active_raised_sw1", "y": 90 },
        "powered=true,shape=ascending_north": { "model": "golden_rail_active_raised_ne1" },
        "powered=true,shape=ascending_south": { "model": "golden_rail_active_raised_sw1" },
      "powered=true,shape=north_south":  { "model": "golden_rail_active_flat2" },
        "powered=true,shape=east_west":  { "model": "golden_rail_active_flat2", "y": 90 },
        "powered=true,shape=ascending_east": { "model": "golden_rail_active_raised_ne2", "y": 90 },
        "powered=true,shape=ascending_west": { "model": "golden_rail_active_raised_sw2", "y": 90 },
        "powered=true,shape=ascending_north": { "model": "golden_rail_active_raised_ne2" },
        "powered=true,shape=ascending_south": { "model": "golden_rail_active_raised_sw2" }
    }
}


Anyway If someone knows something about those things that would be great but also if anyone has anyother funky things that they've figured out how to do by only using a resource pack and mcpatcher I'd love to hear or see them just cause im interested to see how much you can do with a texture pack and how you do it.
Kaaarrg

Kaaaarg


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Got Grungey First

Joined: 30 Jul 2013, 15:26
Posts: 428
PostPosted: 15 Jun 2016, 06:32 
Hi there! First off, this is how you make your sword work :) It needs to go in assets/minecraft/mcpatcher/cit(and I'd advise putting it in its own folder called "goblin_sword" or something), saved as "goblin_sword.properties". texture=./goblin_sword.png
nbt.display.Name=Goblinified Sword
matchItems=276

(276 being the diamond sword, Minecraft ID list for reference)
Your "goblin_sword.png" needs to go in the same place as you saved the .properties file.

You can have it change to a fiery version, by copying the .properties file, adding enchantmentIDs=20 to the code, and changing the texture reference. (20 being Fire Aspect, Enchantment IDs for reference)

As for the blockstate file, you need to have arrays for each setup. Like this:
[+] Show Spoiler
{
    "variants": {
        "powered=false,shape=north_south":  [
         { "model": "golden_rail_flat1" },
         { "model": "golden_rail_flat2" }
      ],
        "powered=false,shape=east_west":  [
         { "model": "golden_rail_flat1", "y": 90 },
         { "model": "golden_rail_flat2", "y": 90 }
      ],
        "powered=false,shape=ascending_east": [
         { "model": "golden_rail_raised_ne1", "y": 90 },
         { "model": "golden_rail_raised_ne2", "y": 90 }
      ],
        "powered=false,shape=ascending_west": [
         { "model": "golden_rail_raised_sw1", "y": 90 },
         { "model": "golden_rail_raised_sw2", "y": 90 }
      ],
        "powered=false,shape=ascending_north": [
         { "model": "golden_rail_raised_ne1" },
         { "model": "golden_rail_raised_ne2" }
      ],
        "powered=false,shape=ascending_south": [
         { "model": "golden_rail_raised_sw1" },
         { "model": "golden_rail_raised_sw2" }
      ],
        "powered=true,shape=north_south":  [
         { "model": "golden_rail_active_flat1" },
         { "model": "golden_rail_active_flat2" }
      ],
        "powered=true,shape=east_west":  [
         { "model": "golden_rail_active_flat1", "y": 90 },
         { "model": "golden_rail_active_flat2", "y": 90 }
      ],
        "powered=true,shape=ascending_east": [
         { "model": "golden_rail_active_raised_ne1", "y": 90 },
         { "model": "golden_rail_active_raised_ne2", "y": 90 }
      ],
        "powered=true,shape=ascending_west": [
         { "model": "golden_rail_active_raised_sw1", "y": 90 },
         { "model": "golden_rail_active_raised_sw2", "y": 90 }
      ],
        "powered=true,shape=ascending_north": [
      { "model": "golden_rail_active_raised_ne1" },
      { "model": "golden_rail_active_raised_ne2" }
   ],
        "powered=true,shape=ascending_south": [
         { "model": "golden_rail_active_raised_sw1" },
         { "model": "golden_rail_active_raised_sw2" }
      ]
    }
}




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Joined: 01 Apr 2016, 22:51
Posts: 15
PostPosted: 18 Jun 2016, 11:29 
wow thanks for the help, cit's have got to be one of the coolest features of a texture pack cause of just the amount of costomization you can provide for players, :D btw your pluin's for bdcraftpure look neat especially the tnt
thanks again

Kaaaarg


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