If you like our work please consider becoming a Supporter and get an ad-free experience.
Creating an Entirely New Patch
You open the mod zip or jar and copy the structure for textures.
Generally they'll start in the assets folder in MC1.6.
Generally they'll start in the assets folder in MC1.6.
Profile pic by TsaoShin: https://www.deviantart.com/tsaoshin
To know the correct file structures, you must open up each of the mod versions jar or zip file, as previously stated above.
The best you can do it extract the entire archive into an area, set the view to medium or above, set preview thumbnails to ON, and examine each file to see if it is a picture or not.
Maybe there is a simpler solution, but I do not know of one yet.
The best you can do it extract the entire archive into an area, set the view to medium or above, set preview thumbnails to ON, and examine each file to see if it is a picture or not.
Maybe there is a simpler solution, but I do not know of one yet.
I come and go like the wind. I comfort and punish like the fire.
Like has already been stated, within the zip or jar (which can be opened using winrar or 7zip), you'll find the structure of all the mod files. Most mods will have a "textures" folder and that will be the only one you need to worry about.CtimeRUN wrote:What about with earlier versions? Are there circumstances where the patch structure won't match the mod structure?
Here's an example of how the structure looks in the latest Industrialcraft Build:
So if you were creating a patch for IndustrialCraft, you would need to create the folder structure:
Code: Select all
assets\ic2\textures
In older versions, like 1.5 and below, there would just be no assets folder, so the structure would be:
Code: Select all
ic2\sprites
Code: Select all
gfx\forestry
Code: Select all
assets\forestry\textures
7 posts
• Page 1 of 1