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author | nea <nea@nea.moe> | 2023-09-09 04:50:29 +0200 |
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committer | nea <nea@nea.moe> | 2023-09-09 04:50:29 +0200 |
commit | c82c051704424763c20742b616228cfe636b9f65 (patch) | |
tree | d9400135aebefe40671d990218415443b842d033 /docs | |
parent | dd974fcb79014452e6109dbeb008d5413819b73d (diff) | |
download | firmament-c82c051704424763c20742b616228cfe636b9f65.tar.gz firmament-c82c051704424763c20742b616228cfe636b9f65.tar.bz2 firmament-c82c051704424763c20742b616228cfe636b9f65.zip |
Add custom textures to placed skulls
Diffstat (limited to 'docs')
-rw-r--r-- | docs/Texture Pack Format.md | 12 |
1 files changed, 10 insertions, 2 deletions
diff --git a/docs/Texture Pack Format.md b/docs/Texture Pack Format.md index bd06b33..587bcd3 100644 --- a/docs/Texture Pack Format.md +++ b/docs/Texture Pack Format.md @@ -8,11 +8,19 @@ SPDX-License-Identifier: CC0-1.0 ## Items by internal id (ExtraAttributes) -Find the internal id of the item. This is usually stored in the ExtraAttributes tag (i will soon-ish add a command for -finding the texture pack id specifically). Once you found it, create an item model in a resource pack like you would for +Find the internal id of the item. This is usually stored in the ExtraAttributes tag (Check the Power User Config for +keybinds). Once you found it, create an item model in a resource pack like you would for a vanilla item model, but at the coordinate `firmskyblock:<internalid>`. So for an aspect of the end, this would be `firmskyblock:models/item/aspect_of_the_end.json` (or `assets/firmskyblock/models/item/aspect_of_the_end.json`). Then, just use a normal minecraft item model. See https://github.com/romangraef/BadSkyblockTP/blob/master/assets/firmskyblock/models/item/magma_rod.json as an example. +## (Placed) Skulls by texture id + +Find the texture id of a skull. This is the hash part of an url like +`https://textures.minecraft.net/texture/bc8ea1f51f253ff5142ca11ae45193a4ad8c3ab5e9c6eec8ba7a4fcb7bac40` (so after the +/texture/). You can find it in game for placed skulls using the keybinding in the Power User Config. Then place the +replacement texture at `firmskyblock:textures/placedskulls/<thathash>.png`. Keep in mind that you will probably replace +the texture with another skin texture, meaning that skin texture has it's own hash. Do not mix those up, you need to use +the hash of the old skin. |