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  • ResourcePack Generator

ResourcePack Generator · Changes

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added examples for Furniture/ blocks, added context and updated filetree example authored Oct 17, 2023 by LcorpOfficial's avatar LcorpOfficial
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ResourcePack-Generator.md
View page @ 7ef8cab9
# Introduction
The ResourcePack Generator feature allows you to generate a resourcepack from the items and blocks you have configured.
Crucible can be used to automatically generate some assets from item configurations to be drop-in ready for deployment to a resource pack!
The Generation logic will:
- auto-detect if the path points to a json or bbmodel file.
- If it's a bbmodel it will automatically extract the textures, mcmeta, and other relevant data
- Will generate any necessary atlases
- The Generation fields also work on furniture and furniture states
# Usage
## Generate the Resourcepack
This can be done via the use of the `/crucible generate` command
## Configure the Items
Generation settings are configured on the item. If no textures are specified, it will attempt to read the model and derive the textures from that
```yaml
GolfPutter:
Material: IRON_HOE
Model: 1
Display: 'TGolf Club (Putter)'
Generation:
Model: item/clubs/putter
Textures: # this is optional
- item/clubs/putter
```
# Packs
Packs can now contain an "Assets" folder with the following layout
Packs can now contain an "Assets" folder with the following layout:
```
Pack
|-- Assets
|-- blueprints (for bbmodels, not implemented yet)
|-- models (json model files)
|-- textures
|-- sounds
|-- Assets
|-- models (.json or .bbmodel files, can use subfolders to organize)
|-- textures (textures, can use subfolders to organize)
|-- sounds (.ogg sound files, can use subfolders to organize)
```
The contents of these folders should be similar to an actual resource pack. In the example item, it would copy the texture file `Assets/textures/item/clubs/putter.png`.
The contents of these folders should be similar to an actual resource pack. In the example item [HERE](#items), it would copy the texture file `Assets/textures/item/clubs/putter.png`.
Items will be generated **using the configured Material and Model numbers**, and will output a warning if duplicates are detected.
......@@ -38,4 +32,62 @@ The structure of the sounds folder will be used to generate a sounds.json.
`Assets/sounds/entity/cerberus/growl.ogg` would generate a sound at `entity.cerberus.growl`.
If there are multiple numbered sounds, it will add those all as random options to the same sound e.g. growl1.ogg, growl2.ogg
All assets are generated in the `mythic:` namespace to avoid conflicts, including with custom blocks now (the sound mechanic will automatically detect these sounds so adding it manually isn't necessary)
\ No newline at end of file
All assets are generated in the `mythic:` namespace to avoid conflicts, including with custom blocks now (the sound mechanic will automatically detect these sounds so adding it manually isn't necessary)
## Configure the Items
Generation settings are configured on the item. If no textures are specified, it will attempt to read the model and derive the textures from that.
## Example Usage
### Furniture
```yml
TestGeneration5:
Material: LEATHER_BOOTS
Model: 10
# ^^^ The CustomModelData ID for the Material to use.
# In this case, the model generated will be
# LEATHER_BOOTS with a CustomModelData ID of 10.
Display: 'Test Generation 5'
Generation: item/toilet
# ^^^ This denotes the file structure for the item's model to be placed.
Type: FURNITURE
Furniture:
Type: DISPLAY
Material: BRICK
Model: 11
# Furniture states are also accounted for in the same way.
# For example, item/toilet would be BRICK CMD 11
Generation: item/toilet
States:
UH_OH:
Model: 12
Generation: item/toilet_flushed
# And this would be BRICK CMD 12
```
### Items
```yml
GolfPutter:
Material: IRON_HOE
Model: 1
Display: 'TGolf Club (Putter)'
Generation:
Model: item/clubs/putter
# The json or bbmodel file named "putter" in the pack
# if no Model is defined, it will default to an extruded texture (think diamonds)
Textures:
- item/clubs/putter
# Textures is optional, best for if there is more than 1 texture on a model.
```
### Blocks
```yml
CustomBlock:
Type: MUSHROOM_BLOCK
Id: 18
Texture: block/stars1
# The texture here will default to a generic block with the texture on all sides.
```
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