27 lines
1.4 KiB
Markdown
27 lines
1.4 KiB
Markdown
<!--
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SPDX-FileCopyrightText: 2023 Linnea Gräf <nea@nea.moe>
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SPDX-License-Identifier: CC0-1.0
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-->
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# Custom SkyBlock Items Texture Pack Format
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## Items by internal id (ExtraAttributes)
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Find the internal id of the item. This is usually stored in the ExtraAttributes tag (Check the Power User Config for
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keybinds). Once you found it, create an item model in a resource pack like you would for
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a vanilla item model, but at the coordinate `firmskyblock:<internalid>`. So for an aspect of the end, this would be
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`firmskyblock:models/item/aspect_of_the_end.json` (or `assets/firmskyblock/models/item/aspect_of_the_end.json`). Then,
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just use a normal minecraft item model. See https://github.com/romangraef/BadSkyblockTP/blob/master/assets/firmskyblock/models/item/magma_rod.json
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as an example.
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## (Placed) Skulls by texture id
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Find the texture id of a skull. This is the hash part of an url like
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`https://textures.minecraft.net/texture/bc8ea1f51f253ff5142ca11ae45193a4ad8c3ab5e9c6eec8ba7a4fcb7bac40` (so after the
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/texture/). You can find it in game for placed skulls using the keybinding in the Power User Config. Then place the
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replacement texture at `firmskyblock:textures/placedskulls/<thathash>.png`. Keep in mind that you will probably replace
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the texture with another skin texture, meaning that skin texture has it's own hash. Do not mix those up, you need to use
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the hash of the old skin.
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