Considering this a guide to texturing, and this is a huge topic on its own, could you link to my guide on the topic? I know it still needs some work, but I've waited on that because the model format still isn't done yet, specifically texture specification which should make things much easier/better.
EDIT: Also, noticed a couple of issues with the language section.
You need to mention that the existing languages can be edited by including a file with that name, and that language files don't need to include every line, but just what they edit. The game will happily use the rest of the lines from the default version of the language.
For instance, as with your example, if you made a text file with
item.emerald.name=Ruby
in it, and renamed that en_US.lang then put it in the lang folder of your pack, it would just rename the emerald. To override it in all English versions, you also need this file copy+paste+renamed as en_GB.lang, en_AU.lang, and en_CA.lang
Block Model: Yes, I will. I was actually planning to link to your thread when 1.8 comes out & the Block Model format will be finalized, so you could edit your thread to be up to date. But heck, I'll do it now while I still have the free time available to do so.
Custom Language: I want them to have a custom named one (like in my pack, my custom Language is called en_TSSM & I just added the different levels of enchantments (2-30 are in Roman Numerals, while 31-127 are in numbers)). So Minecraft only uses those edited lines changed to preserve the "Pack Stacking" ability so multiple packs can be used to changed a number of different things.
(I really didn't understand you about the Custom Languages, so if I replied wrong, then tell me)
I think this will change into a Resource Pack guide in general. The name will be the same (for the most part), but I will try to cover everything that deals with the Resource Pack. The only thing will not do or include in this guide is how to do Custom Plugins for the Minecraft API(when it's finished).
Minecraft API Plugins are something completely different then this. I MAY have a link to another thread that explains how to do it, but I won't cover it.
But basically, I think this will, over time, turn into a Resource Pack & Texturing Guide thread.
Custom Language: I want them to have a custom named one (like in my pack, my custom Language is called en_TSSM & I just added the different levels of enchantments (2-30 are in Roman Numerals, while 31-127 are in numbers)). So Minecraft only uses those edited lines changed to preserve the "Pack Stacking" ability so multiple packs can be used to changed a number of different things.
(I really didn't understand you about the Custom Languages, so if I replied wrong, then tell me)
Well, the term "default is king" applies here. What you're telling people how to do requires users to go in and change their language. Many users won't care enough to do this, won't remember, or won't even know this is an option. So really, if you make it a new custom language, a small fraction of users won't be using it and will be like "huh, what's that supposed to be?".
If you aren't making an entirely new language, but just renaming a few things to fit with your pack, I'd highly recommend not making a new language, instead editing existing ones (only including changed lines) so anyone using your pack has the language changes already.
As for pack stacking, if you only change the needed lines, pack stacking ability is preserved. My pack edits some names of things, but not enchantment levels, if you changed that to use english and used both packs, both your changes and my changes would be present.
So unless you're worried about users having trouble finding items (creative) or recognizing items (survival), there is no reason to use a "custom language" rather than adding over existing languages.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Well, the term "default is king" applies here. What you're telling people how to do requires users to go in and change their language. Many users won't care enough to do this, won't remember, or won't even know this is an option. So really, if you make it a new custom language, a small fraction of users won't be using it and will be like "huh, what's that supposed to be?".
If you aren't making an entirely new language, but just renaming a few things to fit with your pack, I'd highly recommend not making a new language, instead editing existing ones (only including changed lines) so anyone using your pack has the language changes already.
As for pack stacking, if you only change the needed lines, pack stacking ability is preserved. My pack edits some names of things, but not enchantment levels, if you changed that to use english and used both packs, both your changes and my changes would be present.
So unless you're worried about users having trouble finding items (creative) or recognizing items (survival), there is no reason to use a "custom language" rather than adding over existing languages.
Oh ok, I see what you're saying.
Now time to change the guide. I think I'll just edit your explanation & paste it into the guide.
Yeah while it is nice there isn't any point at all to making your own language, no one really bothers with it as it's more of a cute gimmick with pirate talk and so on along with the option to change things into some peoples native languages. English is the most used, it's the default, and if you want to change what something is called it's best to edit that file instead of making a whole new custom one that nearly everyone would never see or knew existed.
THANK YOU so much! It is so good! Now I'm waiting for the shader-part .
This is one of the best tutorials you can find on the internet!
Your welcome! I'm happy this is helping people.
Shader-part: I don't know a lot about that, so I'll need help from the community for that section.
Best Tutorials on the Interne: I don't think that's true, BUT thanks! That means a lot to me to hear that.
Thank you so much for this! The other one was/is waayy out of date and wasn't even completed. I escpecialy can't wait for the shading part, as I'm pretty rusty with shading and had to learn most of my shading my self... and boy was that an endeavor.
Thank you so much for this! The other one was/is waayy out of date and wasn't even completed. I escpecialy can't wait for the shading part, as I'm pretty rusty with shading and had to learn most of my shading my self... and boy was that an endeavor.
That's why I have created an updated version (With Steelfeather's permission). The shading part is, somewhat, started, but not finished. If you have any good information with shading that you would like to share, I'll add it & credit you.
This is here so I can thank the following people for helping me out with this Guide. I couldn't do it all by myself, so here is to the ones who helped me out and/or contributed to this Guide.
Steelfeathers(For creating the Original All-Inclusive Guide to Texturing, for getting me hooked into texturing, for letting me update her guide, for being an amazing girl *hug*)
kwerti(For the Getting Started section, for providing me with a font I can use for the Font Section, for the Armor Stand Template page)
insomniac_lemon(For correcting information about the in-game shaders, for creating a great Custom Block Models guide, for creating a thread about the Krita program)
Avloria (For the Shading section help, for his Animated Texture Guide, for his Custom Lightmap for the MCPatcher Features section, for his "Color Blind Simulating Vanilla Shaders" pack)
Deonyi (For his CTM Guide for the MCPatcher Features section, for telling me to explain how to change/edit other languages other than the 'en_US.lang' file)
Cycloneblaze (For his GUI Texturing Guide for the GUI section in the 'Explanation of all of Minecraft's textures' section)
FMA07 (For showing me Cycloneblaze's guide)
robothacker (For his Mob Skin Templates guide for the Entity section in the 'Explanation of all of Minecraft's textures' section)
Ringoster (For his Guardian Texture Template for the Entity section in the 'Explanation of all of Minecraft's textures' section, for his post about Anti-Piracy)
loki_of_sassgard (For adding a Video on how to tile blocks easily for the Tiling section in the 'Making the Textures' section)
grar (For his guide to the Vanilla Shaders for the Vanilla Shader section in the 'Expanding on the Resource Pack Features' section)
Meringue (For the Rabbit Texture Template for Entity section in the 'Explanation of all of Minecraft's textures' section)
XSSheep (For his guide "1.8 TUTORIAL - Alternate Textures and Custom Models")
ThePiDay (For the texture template for the Alex model & the Endermite model)
Sn0w (For the Armor Tutorial Video for the Model section in the 'Explanation of all of Minecraft's textures' section)
emx2000 (For the Shader section help, for showing about the NVIDIA Texture Tools plugin for Photoshop)
ajalexd (For the Chest Template)
opl (For his own modeling program, opl Model Creator)
Future people that help contribute to the guide, will be listed here too.
Why I Decided to Update Steelfeathers' Guide:
I decided to update Steelfeathers' old 'All-Inclusive Guide to Texturing' page, because I wanted the community to have an updated guide that can be really helpful to them. Before 1.5, Steelfeathers' guide was still helpful and still had correct information. But after the 1.5 texture pack to resource pack change, she never updated it, and slowly her guide went out of date. After a few Minecraft versions later, Steelfeathers said she wasn't going to update her guide nor had any intention of doing so. She also said that if someone PM-ed her and asked her, she'll let someone else create an updated guide. So I did just that I PM-ed Steelfeathers and asked for her permission if I can update her guide and she said I could.
Why did I decide to update it?
Well when I first start to become interested in texturing, I was having a hard time learning how to do it and everything about it. Once I discovered Steelfeathers' guide, I learned so much that I really started to understand (almost) everything about texturing. After I started to use MCPatcher, I learn even more of what I can do with Texture Packs and the texturing possibilities with it. After that, I started to learn stuff by myself. I started to help people around the Texture/Resource Pack community to help with the problems they were having. I wanted to help the Texturing Community out the best that I can. After I saw that Steelfeathers wasn't going to update her Texturing Guide, I decided that I should created a updated version of her Guide and include more stuff in it too. I wanted to create a guide that is as helpful to them as Steelfeathers' guide was to me. That's why I decide to create an updated version of Steelfeathers' 'The All-Inclusive Guide to Texturing' page.
Anyway, oh my GOD it's finally done. The definitive guide to texturing Minecraft's GUI. The GUIde!
GUI
First, an explanation: GUI stands for Graphical User Interface. It uses graphics to help the user interface with, or use, the computer. The concept was introduced by Apple a long while ago on their Macs - and before Windows had it, too.
Anyway, in Minecraft this is everything from the inventory screen to the enchantment table to your hearts, armour, and hunger. Everything, basically, that you use to interact with the game. All these files I'm on about are found in minecraft.jar/gui, or in the zip file of a texture pack and then in /gui again.
It is possible to make HD GUI screens. Sadly I know next to nothing about this, so all I can tell you is that in any image, size example etc if you are making a 32x pack multiply by two, if a 64x multiply by four etc. I am going focusing solely on 16x GUI making so forgive me if some infomation is slightly wrong when applied to HD GUIs and upsized correctly. (Actually, forgive me if anything's wrong. ) But the GUIs of MInecraft are complex enough without me going through that, too.
You cannot edit the placement, colour, or anything else about the text on GUI screens, except for what way the font looks. At least, not with a texture pack.
Some general info
Taking the chest as an example:
(this file is called container.png)
Here, the bottom is your hotbar, the 27 slots above that are your inventory, and the 54 above that are the chest's items. This container is shared by small chests, Ender Chests and large chests. If you see 27 slots directly above 9 slots in any GUI more often than not it's the inventory and hotbar and will have the word "Inventory" above it.
The GUIs do not generally fill all the available space in the image, but only that which is already occupied will be read, so don't bother trying to enlarge them. I do repeat this a bit.
They are, as you can see, enlarged in game to double the size you edit them at.
As far as editing tips go, for asthetics and such (this is trying to be a purely functional guide) the biggest thing to remember is clarity. You want your GUIs to be readable. You want them to be simple, and clear. You want them to help the user interface with Minecraft as much as possible, or they won't want to use your texture pack. So keep it simple, which can easily be achieved while making it pretty, and don't add unnessecary clutter. That's the best advice I can give you.
Of course, what if you don't know some of the quirkier things about these GUIs, what if you make a mistake and something looks quite embarrasingly wrong? Well, that's what this GUIde shall help you avoid.
So, let's get straight into it:
The Creative Inventory
Before 1.3, the Creative inventory was much simpler - just a big ol' box full of stuff with a slider. It's more complex now. The files you want are allitems.png (which used to be the box itself and is now just the tabs on the top and bottom) and in the folder creative_inv, which is found in the gui folder, and in turn contains the files list_items.png, search.png, and survival_inv.png.
This is list_items, which is used for all the tabs except for the Search and Survival Inventory ones. It's easy to understand - the items are put into the top 45 boxes, your hotbar is beneath those, and at the side is space for the scroll bar. Text is drawn above the top boxes at the left.
This is search, used in the Search tab of course. It's exactly the same except for the search box at the top. Text is put in here when you type, and it's white, so make sure it's visible!
This is survival_inv, used in the Survival Inventory tab, obviously. Your character goes in the black box as in the normal inventory, the four slots around it are for armour (and get those armour icons put in them, so be mindful of colours) and below is the inventory and hotbar. The box with an X destroys any item you put in it.
And this is allitems, the one in the gui folder. It's the tabs. The top row of tabs is the tabs above the inventory when not selected, the second row is those tabs when selected, the third is the tabs below the inventory when not selected, and the bottom row is when they are. (You'll notice the handy, red and blue guide Mojang has left us.) You'll also notice the scrollbar off to the right there - make sure it's the same size, or it'll stick out.
So, to edit this one, just make them look like your other guis - here's an example:
I have made the lower tabs look like they're upside-down. An important thing to note here is that the un-selected tabs are rendered below the container. Here's an example:
As you can see, the white bottom of my tabs isn't visible. It's under the container. By contrast, if you look at the search tab, you can see that the black bottom of this tab is visible over the container (look at the white square in the corner, it's not visible, is it?). So the last three pixels of any unselected tab can't be seen.
The reason for the multiple tabs in allitems.png is because each tab can be textured seperately. Here I coloured each tab, grey --> red --> orange --> yellow --> green --> green:
And they came out like that, showing how each tab can be coloured differently. You can also see that the selected tab connects with the container (well, if it weren't red); you can do that too.
And the icons on each tab are pulled from terrain.png and items.png, of course.
Survive!
inventory.png, back in the gui folder, is the survival inventory. I'll quickly point out: the top container is the inventory itself, the grey box is for potion effects and the icons below appear in that grey box as they're the icons for said effects. Speed, Slowness, Wither, et cetera. Some of them aren't used because the potion effects they go with aren't available (unless you use a mod to apply such an effect, in which case they do appear.
Text is drawn here, above the crafting box and in the grey box for potion effects, so be mindful of that.
Now. To explain this gui: the black box is where the character model appears. The four slots beside it are for armour, and get those armour icons (which you can edit in icons.png). To the other side is the 2x2 crafting slots and their result, and finally below that is the inventory. So, pretty simple, just mind the colours you use in the boxes where items appear. (Protip: semi-transparent ones do not work, and black is not such a great colour to use.)
That grey box appears whenever a potion effect, like poison, hunger, or speed, is applied. It appears to the left of the Inventory, pushing it over. If you have a lot of potion effects, the boxes overlap each other. An icon appears to the left in each box, with text to the right - here is an example:
I do realise that's the creative inventory, but it's all the same anyway. You can see that the inventory is pushed over; and you can see that the boxes are overlapping, and what appears in them. So it's all good.
Cooking stone
This is furnace.png. The furnace, of course.
This GUI is a tricky one. So I'll explain it first. The very top box is the input, the bit below is the fuel indicator, below that is the fuel input (for coal), to the right of these is the progress arrow, and to the right of that is the output slot. Outside of the box, at the top right, is the fuel indicator and the progress arrow. You'll notice these are different to the ones in the box. It can be tricky to get this down, but I'll explain why.
The way the game uses this GUI is: when you begin cooking iron/pig/sand/etc, it overlays the little flame found in the top-right over the empty flame. As the fuel burns, it removes the flame overlay, one row of pixels at a time, so that the flame depletes. Behind this is the empty flame icon, so as the flame lowers it looks like it's emptying - because they fit directly onto each other.
Likewise, as the item is burned, the full arrow is overlayed, one column of pixels at a time, over the empty arrow. So it looks like it is filling up.
Here's an example: my furnace.png:
And what it looks like in action:
(I've since made diamonds better :B )
Anyway, you can see that most of the full arrow is laid over the empty one, and most of the flame is overlayed over the empty one, too.
Now to the most important part: where do you put the flame/arrow? Well, to find out let go back to our testing pack.
Here I have replaced both icons with ones that are purposely bigger and very noticeable! So here's what will come out in the game:
As you can see only a certain amount of the image is used. This is because Minecraft will only ever look for pixels in a certain place to use as the image, much as it only looks in a certain place in the terrain.png for the stone texture. So what does this all mean? Well:
Here are two reference images for you to use. They are split up for clarity of each image. But here's the deal: only pixels in the red border are used for the flame, and only pixels in the blue border are used for the arrow. So for the flame, only the 14x14 square within - not including - the red border at the top-right are laid over the GUI itself. And they are only laid over the 14x14 area inside the red border that's on the furnace GUI. (Not including the border itself; only inside it.) So if you manage to make an oversized flame/arrow, the game will just cut it off!
On the other hand, you needn't use all that space in those borders. But you must remember the placement. Use these borders to ensure your arrow/flame is aligned correctly!
One last tip: say you have an arrow like this on your furnace container.
And you want it to fill in, like this:
(Which, actually, is kinda cool.) Well you don't, necessarily, have to put that whole grey box in beside your container. You can just put in the red arrow:
And so long as you have it in the right place, the game will neatly lay it over the black arrow, because most of it is transparent, so you can see the rest of the arrow behind it. You may find some use for this technique!
Give a little, get a little
That's the trading GUI. trading.png. Not too complex. I'll first go through the stuff outside of the container itself. Those arrows? They allow you to scroll through trades. There's an active one, a selected one, and an inactive one for each way. They get put on the GUI so make sure that they contrast with the background in some form, or they won't be seen.
Next to these is a crossed out arrow... It's put over the arrows in the box when a villager closes a trade (if you've used that trade too many times without going out of the interface.
Under that is a speech bubble with two chicken in it. As far as I know, this isn't used; especially as part of it is actually cut off.
It can be wise to ensure that you have the grey bit around the buttons exactly the same as the GUI under it. The entire grey box is rendered by the game, not just the buttons. So, you can make your buttons about a pixel bigger, if you want; but don't make the grey any bigger or anything.
As for the GUI itself, the top part is where the offer goes. Item icons will appear here - the first will be an item, the second, if it's there, is invariably some number of emeralds, and the last is the result. Below that is where the player places their matching items.
As an example, here's my take on it again.
I put boxes around the places where items appear, and hopefully it's clear enough that you shouldn't take them. Finally, let me show you where the buttons go:
Which also shows you were the text is drawn. If you want a more edit-friendly representation, I've got that too.
Only within the yellow boxes. That's where they go. For the "closed trade" thing, that includes the green box.
Three kinds of lies
slot.png, the stats file. In order, we have the box for icons and items, two arrows, which appear when you click on an icon (to sort the columns) the box for stat category icons, and the stat category icons themselves. The hammer and anvil is "Times Crafted", the abacus is "Times Used", the pick (which isn't taken from icons.png) is "Times Mined" (for blocks), and the broken shovel is "Times Depleted" (for items). Let's take a look at where these go.
I've cleverly shown which screenshot is each menu.
Now, each icon in the png image is 17x17 pixels large. Blocks/items, as you can see, are centered in the indented boxes.So the main thing is to ensure that your boxes leave enough space for your items, and that your icons remain small enough to fit in the boxes as well.
Here is a visual guide on that:
Everything outside the orange box isn't part of the image. The brown 17x17 boxes show the limits of each icon, but be careful because if you put this image into the game it would show the brown boxes. In other words, the pixels Minecraft uses are within each brown box, including the brown box. Because I simply couldn't fit the brown boxes in that limit without them going into another 17x17 area, you know? (The arrows, mind, are used - they also take up a 17x17 square.)
Anyway, like all the other reference images feel free to download and use this one as a guide.
Simpler GUIs
Sadly for me these are few, but I can put them into one section.
crafting.png. Text drawn above the 9x9 square of boxes. That group is the crafting grid. The box next to that is 26x26 but it only needs to be about 17x17 to fit an icon. Below that is the inventory and hotbar, of course.
container.png, the chests. I mentioned this one before, like I say, everything between the 70th pixel and the 124th pixel is cut off in small and Ender Chests. Using this container:
I opened up a small chest in my testing pack:
...and got that. Rather nice, don't you think?
So, another reference image:
That's between pixels 70 and 124 (inclusive). Or here, inside the 2px blueish lines. Inside/between them. That's what will disappear, so keep that in mind when using gradients and the like.
trap.png, almost the simplest. It's used for dispenser GUIs. The top boxes are the ammo, the lower ones are inventory and hotbar. Nothing special here.
crash_logo.png which is used should Minecraft crash. You could make it say a warning or something, it won't be seen often. Ideally it would look like your menu logo.
A dirt blockbackground.png, used behind all menus except ones in-game that have the paused game behind them and the main menu with the panorama on it. It's also used behind the credits!
It is tiled, so if your texture pack has borders on it's blocks then you might think about removing two ones that meet at a corner (like so: ) so that it doesn't have double-borders. It'll look better, anyway.
particles.png, which is white. >_>
Oh well, this isn't even used.
(You must look in the root of minecraft.jar; another particles.png is there, and is used.)
unknown_pack.png, supposedly used if a texture pack has no pack.png in it. However it doesn't appear to be used; I purposely created a texture pack with no pack.png present (or anything else, save pack.txt) and was displeased to see it used Minecraft's default pack.png to represent it instead of my own unknown_pack.png.
So, not used. Or if it is, then I dunno where.
demo_bg.png. Easily the simplest thing in the whole pack, it's used once, in the demo Minecraft you can play now with the launcher or on the website. It appears when they open the world first or after resetting it. Just make it like the rest of your GUIs. No boxes or anything.
....it does fill with words though, but even if they're unreadable everything is restated in the player's chat right afterwards.
And there are two buttons at the bottom, inside the box. They'll look like the rest of your buttons.
Buttons?
Speaking of which....
This on the other hand is the second-most complex thing in the whole pack. gui.png, and as you can guess it's the main GUI. Top to bottom, left to right: main hotbar, two unused circles, the selected item box (overlayed over the hotbar above), the unavailable button, the normal button, and the mouse-is-on-it button. And the normal and mouse-over language buttons, on the title screen.
So, what's so special about this? Well, I'll explain bit by bit.
The hotbar can have semi-transparent, or translucent, pixels in it. Infact, it does right now. This does not work so well anywhere else, though, Don't make it any bigger, either - like all other textures minecraft will only use the pixels that are already there, so only everything within that black border the hotbar has (including said border).
Now, I said the next one - the box there - is overlayed over the hotbar itself. It is, and it's centered, so the 16x16 gap in that box lies precisely over the 16x16 boxes in the hotbar. So, if you wanted, you could change the hotbar's colour in a selected box or something. It opens a great deal of avenues for styling. You must remember, however, to always center it in the same place.
And you must also remember to lave the gap in the middle in the same place. Using a selector-box-thingy that is completely filled in with blue, we get this:
So, remember to leave that 16x16 gap in the right place! (Or you could use it creatively, give the selected item a background and somesuch.) You'll also notice that the box covers part of both adjacent slots for items. This is why it has semi-transparent pixels to its sides.
I'll admit that is very hard to see, but it does. Just trust me on that one: a column of semi-transparent pixels on each outside edge running from the black border at the top to the one at the bottom. Use this knowledge to ensure your box doesn't get in the way of other slots!
Next are the buttons. There is, top to bottom, an "unavailable" one, an "available" one, and a "your cursor is sitting on me " one. I have an important point to make with these that I mentioned, and I'll show it with gradients. We have our three bars, coloured like so:
And look! They have pretty gradiations in them! Nice, clean, and neat, right?
Not quite.
The long, full size buttons look very nice, actually! For a testing pack this is turning out quite well.
However, the story is not the same with other buttons.
Overlong point made: the buttons are cut and pasted together to make smaller buttons, all the time. Even in the slider buttons!
So, make sure your buttons are the same all across! (Or, use a gradient that meets in the middle so is the same when cut.)
Like so. Much better!
One more thing - mind the font colouration! The buttons in Minecraft go blue when you sit a cursor on them for a reason - because the text on them goes yellow, and as previously noted you can't change the colour of text. So, just make sure your selected button is either blue (an inversion of the yellow), or just not a light colour that'll make the buttons invisible.
The next thing, much simpler, is the languagebuttons. They're at the bottom. They don't get cut or anything, just used straight (at their original size, as I keep telling you), so you can go nuts with these so long as it fits into a 20x20 space. You could even change the globe thing - mine features Pac-Man.
And lastly are those weird circles. If somebody could tell me what they do I would be pleased. I've never seen them. Still, no harm in re-texturing them.
Enchanted
enchant.png is used for enchanting, obviously. It's quite simple, actually - the top slot is for the item to be enchanted, the box beside that holds possible enchantments, below that is the inventory/hotbar, and below that is the buttons that show possible enchantments. They're quite important. Text is drawn on these - lots of it - and more above the little box, at the top. And above the inventory. Oh, and slightly important, the book that floats above it appears above the box too.
It's worth showing you it in game:
So. Two important things. The first is the size of the boxes - obviously it must be the same.
The second is more complex - the colour. As with the general buttons, the enchantment buttons have text on them, and this text must be visible. As you can see, it's a dark grey/brownish colour on normal boxes and yellow on selected ones. So, you must pick a colour that conducts well to these existing ones! Using the principle of contrast, a light colour would be preferred behind dark text, and a darker one behind the yellow. So, just keep that in mind.
Another thing to note, in the GUI the boxes that are already there don't matter a bit. I replaced them with this:
and in game, what happened?
That's right, nothing (except that two outer edges of the box that holds those three buttons went purple, because I made it too big). It's only a guide for placement and stuff, so do what you like to it.
Yay for reading
This, is book.png. It, obviously, is where you write - and read - books. That means you want it to be clear.
Anyway, up top we have the book, below that we have the arrow to move back and forth a page. Next, previous; unselected, selected. Simple.
So what about when in the game?
He's right, it will, so there isn't much point to making your book bigger, really. But here's a reference image for that.
Light purple box is the book itself, light blue is the top two arrows and dark blue is the bottom two arrows. The reason for the different colours is that the boxes overlap.
Alchemy! ...well, not quite
Here is alchemy.png.
Don't ask me why it's called that. It's the brewing stand. It has a slot for potion ingredients, and three pointless tubes leading down to three slots for brewing potions. You'll be wanting to make greyish (or whatever colour befits the GUI) outline of your glass bottles and putting them here, under where your actual bottles go.
The bubbles are pointless, and the arrow shows how long until the potion is done. They fill exactly the same way as the furnace ones do, and I don't need a reference image to tell you that the arrow and bubbles at the side use no more that they grey area in pixels. So if you want to make them into progress bars all you can do is this.
Small bar, big bar.
Star Light, Star Bright
Almost done! Here is beacon.png, used for... beacons.
On top, in the dark grey, is where the icons for the powers go, and where you choose them. (Text is drawn above here, and above the inventory). Below that is a slot for an emerald, diamond, iron or gold ingot, and to the right of that the icons for said items appear.
Below the GUI is the things used on it, which are (left -> right) available power/button, selected power, unavailable power/button, power with a mouse on it.
The last two things, the red and green icons, are laid over the buttons. The extent of what the game uses goes right out to the green/red line - which seem to be merely indicator lines. So each icon (checkmark/X) lies in a 21x23 WxH box.
Hearts, Bubbles, Armour... and pork
Probably what you came here for.
icons.png, the last file I will be covering. And man, it is a stinker. Just look at all the different things in it! However it's my job to explain, so here we go.
First, in the top left... what's that? You can't see anything there?
Better.
In the top left is the cursor - it draws from a 9x9 square and is placed firmly in the centre of your screen. In the case of this black image, you would get in the middle of your screen, which is annoying, so don't forget the transparency!
Right of that is all the health icons on any difficulty except Hardcore. These are pretty complex. From left to right;
empty - hurt/healed1 - red outline2 - hurt/healed3 - full - half-full - hurt while full2 - hurt while half-full2 - poisoned - poisoned and half-full -hurt when poisoned2 - hurt when poisoned and half-full2 - withered - withered and half-full - hurt when withered2 - hurt when withered and half-full2. Whew!
1all hearts' outlines flash white when damage is taken. Or healed, oddly enough. 2These were once used as I suggest. Transitional icons, so to speak, since they are used for transitions in health. Right now, however, they are broken, and only the white icon is used. 3I would assume this one is for empty hearts, and the other is for behind full hearts, or something. Or perhaps one is for healing and one for hurting. I dunno.
This takes some explaining - see the full heart (in both pictures)? See how it has no outline? It has no outline. What I believe is going on is that the requsite heart - full, half-full, posioned, whatever - is drawn above the "container", if you will. So, both can change seperately (if one is hurt, for example). Therefore, when making your hearts leave out the outline or it will never change when hurt/etc. I'll show you. Here's our testing image:
See the hearts? Blue outline around them.
Like so. But wait! Look back at my heart "container". Wasn't the outline on that black?
Yes it was, and that shows the point. Watch, again. I hurt myself:
See? When no heart is there, only then can you see the image behind. (Plus the rightmost image overlaps the one next to it - each image is slightly overlapped by the one to it's right).
So, leave out the outline! The same rules apply to the hunger meter and the hardcore heart meter.
Anyway, the next meter is the armour bar, and thankfully it is much more simple. There's an empty icon, a half-full one, and two full ones. I have no idea why there are two.
The armour bar only appears, above the health bar, when wearing a piece of it.
Next is air. When under water, you get ten of the bubble icon above your hunger. Every second, the left-most one changes to the popped bubble icon for a bit (I would say 1 tick or so?) and then disappears. Very simple.
Next, is hunger (oh boy). From left to right, we have:
empty - hurt1- red1 - hurt again1 - full - half-full - hurt when full1 - half-full1 - afflicted with hunger2 - hungry and half-full - hurt when hungry1 - hurt when hungry and half-full1 - orange1 - outline used when afflicted with hunger.
1I assume that all of these are in the same way as the ones for the health bar. Apart from the orange one. I mean, orange?? 2You get the hunger affliction from eating Rotten Flesh, or raw chicken. It is almost the only time when the hunger bar changes in appearance, ridiculously.
On the next row is a full, reversed hunger icon. I don't know why; if it's used anywhere it is not in the HUD.
Oh, yes. Each icon individually takes up a 9x9 space, so don't make them bigger than that.
After that is the hardcore bar, which is the health bar with slightly different graphics, used when playing a world in hardcore mode. Otherwise identical to the normal hearts.
Below all those icons, the next two long bars are the experience meter. The upper one is empty, the lower one is full, when partly full part of the lower bar is drawn above the lower one (as in those screenshots with the blue hearts). In the middle of the bar, you'll notice a green number - that's your level.
The next two are the boss health bar. This appears when you look at a Wither or the Ender Dragon, at the top of the screen. Above it appears white text showing the enemy's name. Here, the upper bar is empty and the lower one full; it starts off full, shows less and less of the full bar and finishes just showing the empty one, of course.
Below these is a group of signal icons, used in the multiplayer menu. There are more icons up under the cursor, but they aren't used.
Anyway, the first row of green icons indicate signal strength. When a server is found, at leas one bar will be green - the more that are green, the better your ping. (in the above image, it's yellow).
The blue ones beside that rapidly scroll back and forth when the server is being pinged, to indicate that.
The red X icon appears appears when a connection to the server failed. (Above, I made the X yellow. :3)
Fairly straight-forward. Each icon is 10x8 (WxH).
Now let me tell you, this guide is not quite finished, so if anybody wants to read it and post/PM me with inaccuracies I would appreciate it!
Also this guide is copyright: me but I allow Steelfeathers and only Steelfeathers to use it as part of The All-Inclusive Guide to Texturing. *cough*
ALSO also, the texture pack that appears a few times is The Cyclonepack, coming soon to a forum near you! No, really. Doing the GUI for it inspired me to do this section.
The "testing pack" is just a silly testing pack I made up as I went along.
Thanks for reading.
EDIT1: Made some corrections as in post #985 - thanks insomniac_lemon!
EDIT2: Do not use this guide! It is deprecated, outdated, and will not be added to Steelfeather's post. Instead, you can read an updated version here.
I haven't got arounf to learning about the shading section, but I have had time to do some learning on a few more of the sections. I will do this tomorrow (5/25/14) when I get time to update the guide
In the last section of the guide Expanding on the Resource Pack Features should be a chapter on sound files.
Speaking of that where do I find info on where sound files should go in the resource pack?
Hey Kyctarniq, I will think about this. But I will probably have to link it to another guide(whether it's one that I made or one that someone else made), because I am close to hitting MinecraftForum's Thread chararcter limit. So that's stopping me from doing updating the guide much. Also I will need to learn (& test out) all the things that Resource Packs can do with sounds.
But as this is a guide to texturing, but I'm making it a guide to creating Resource Packs, & to ttexturing, I will add it once I get everything I need to make a basic guide to the Sound & Music features of Resource Packs.
But I do not know where one finds info about the sound files of the Resource Pack. But I do know where they go: /assets/minecraft/sounds
Since the new snapshot just bollixed the model format, these are the new updated arguments:
These are the existing model arguments as of 14w25a. Note that these may change with future snapshots.
Files in /blockstates contain these lines:
"model": "string", name of model mesh file the variant will use
"x": int, rotation of model around the x-axis in degrees. Valid rotations are: 0, 90, 180, 270
"y": int, rotation of model around the y-axis in degrees. Valid rotations are: 0, 90, 180, 270
"uvlock": true/false, prevents UV mappings from rotating with the model
Files in /models/block define models and contain these lines
In ROOT:
"ambientocclusion": true/false, enables AO
"textures": {object}, defines listed textures
"parent": "string", name of parent model file relative to /assets/minecraft/models. Used in place of elements
"elements": [array], list of cubes in the model. Used in place of parent
In TEXTURES:
"particle": "string", texture used for the breaking particles
"texture": "string", defines a texture relative to /assets/minecraft/textures. "texture" is replaced with a variable listed in the face data
In ELEMENTS:
"from": [array], lowest vertex, in float values [x,y,z]
"to": [array], highest vertex, in float values [x,y,z]
"rotation": {object}, defines element rotation
"shade": true/false, enables shading on the cube. Not to be confused with AO
"faces": {object}, the six faces of the cube
In ROTATION:
"origin": [array], rotation origin, in float values [x,y,z]
"axis": "string", axis of rotation. Valid axis are x, y, z
"rotation": f, rotation in degrees. Valid rotations are: -45, -22.5, 0, 22.5, 45
"rescale": true/false, rescales the element to a cube
In FACEDATA:
"down": {object}, a face. "down" can be replaced with: up, north, south, east, west
In DOWN, UP, NORTH, SOUTH, EAST, WEST:
"uv": [array], texture coordinates, given in float values [x1, y1, x2, y2]
"texture": "string", the texture used. Valid textures are variables starting with "#"
"rotation": int, the texture rotation. Valid rotations are: 0, 90, 180, 270
"cullface": "string", determines when a face is culled. Valid faces are: down, up, north, south, east, west. Face will not cull if omitted
"tintindex": int, enables biome shading, if applicable. Valid indices are: 0. Shading will not be applied if omitted
Block Model: Yes, I will. I was actually planning to link to your thread when 1.8 comes out & the Block Model format will be finalized, so you could edit your thread to be up to date. But heck, I'll do it now while I still have the free time available to do so.
Custom Language: I want them to have a custom named one (like in my pack, my custom Language is called en_TSSM & I just added the different levels of enchantments (2-30 are in Roman Numerals, while 31-127 are in numbers)). So Minecraft only uses those edited lines changed to preserve the "Pack Stacking" ability so multiple packs can be used to changed a number of different things.
(I really didn't understand you about the Custom Languages, so if I replied wrong, then tell me)
I think this will change into a Resource Pack guide in general. The name will be the same (for the most part), but I will try to cover everything that deals with the Resource Pack. The only thing will not do or include in this guide is how to do Custom Plugins for the Minecraft API(when it's finished).
Minecraft API Plugins are something completely different then this. I MAY have a link to another thread that explains how to do it, but I won't cover it.
But basically, I think this will, over time, turn into a Resource Pack & Texturing Guide thread.
Well, the term "default is king" applies here. What you're telling people how to do requires users to go in and change their language. Many users won't care enough to do this, won't remember, or won't even know this is an option. So really, if you make it a new custom language, a small fraction of users won't be using it and will be like "huh, what's that supposed to be?".
If you aren't making an entirely new language, but just renaming a few things to fit with your pack, I'd highly recommend not making a new language, instead editing existing ones (only including changed lines) so anyone using your pack has the language changes already.
As for pack stacking, if you only change the needed lines, pack stacking ability is preserved. My pack edits some names of things, but not enchantment levels, if you changed that to use english and used both packs, both your changes and my changes would be present.
So unless you're worried about users having trouble finding items (creative) or recognizing items (survival), there is no reason to use a "custom language" rather than adding over existing languages.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Oh ok, I see what you're saying.
Now time to change the guide. I think I'll just edit your explanation & paste it into the guide.
Your welcome!
Shader-part: I don't know a lot about that, so I'll need help from the community for that section.
Best Tutorials on the Interne: I don't think that's true, BUT thanks!
Figured it was time for a change.
That's why I have created an updated version (With Steelfeather's permission). The shading part is, somewhat, started, but not finished. If you have any good information with shading that you would like to share, I'll add it & credit you.
Special Thanks:
Why I Decided to Update Steelfeathers' Guide:
Why did I decide to update it?
Well when I first start to become interested in texturing, I was having a hard time learning how to do it and everything about it. Once I discovered Steelfeathers' guide, I learned so much that I really started to understand (almost) everything about texturing. After I started to use MCPatcher, I learn even more of what I can do with Texture Packs and the texturing possibilities with it. After that, I started to learn stuff by myself. I started to help people around the Texture/Resource Pack community to help with the problems they were having. I wanted to help the Texturing Community out the best that I can. After I saw that Steelfeathers wasn't going to update her Texturing Guide, I decided that I should created a updated version of her Guide and include more stuff in it too. I wanted to create a guide that is as helpful to them as Steelfeathers' guide was to me. That's why I decide to create an updated version of Steelfeathers' 'The All-Inclusive Guide to Texturing' page.
Thanks for the help, I have read over it & everything seems correct. I'll add it to the guide.
In the last section of the guide Expanding on the Resource Pack Features should be a chapter on sound files.
Speaking of that where do I find info on where sound files should go in the resource pack?
Hey Kyctarniq, I will think about this. But I will probably have to link it to another guide(whether it's one that I made or one that someone else made), because I am close to hitting MinecraftForum's Thread chararcter limit. So that's stopping me from doing updating the guide much. Also I will need to learn (& test out) all the things that Resource Packs can do with sounds.
But as this is a guide to texturing, but I'm making it a guide to creating Resource Packs, & to ttexturing, I will add it once I get everything I need to make a basic guide to the Sound & Music features of Resource Packs.
But I do not know where one finds info about the sound files of the Resource Pack. But I do know where they go: /assets/minecraft/sounds
Your comments are fair. And I agree. Sleepiness made me unclear in my thinking.
I'll add it into the Guide.
On another note, I have graduated & I will start updating the Guide soon again.
Thanks man!!!
These are the existing model arguments as of 14w25a. Note that these may change with future snapshots.
Files in /blockstates contain these lines:
Files in /models/block define models and contain these lines
In ROOT:
In TEXTURES:
In ELEMENTS:
In ROTATION:
In FACEDATA:
In DOWN, UP, NORTH, SOUTH, EAST, WEST:
Putting the CENDENT back in transcendent!