Skip to content

GitLab

  • Projects
  • Groups
  • Snippets
  • Help
    • Loading...
  • Help
    • Help
    • Support
    • Community forum
    • Submit feedback
    • Contribute to GitLab
  • Sign in
MythicCrucible MythicCrucible
  • Project overview
    • Project overview
    • Details
    • Activity
  • Issues 56
    • Issues 56
    • List
    • Boards
    • Labels
    • Service Desk
    • Milestones
  • Operations
    • Operations
    • Incidents
  • Analytics
    • Analytics
    • Repository
    • Value Stream
  • Wiki
    • Wiki
  • Members
    • Members
  • Activity
  • Create a new issue
  • Issue Boards
Collapse sidebar
  • MythicCraft
  • MythicCrucibleMythicCrucible
  • Wiki
  • ResourcePack Generator

ResourcePack Generator · Changes

Page history
added Transformation Options authored Nov 07, 2023 by Lxlp's avatar Lxlp
Hide whitespace changes
Inline Side-by-side
Showing with 37 additions and 1 deletion
+37 -1
  • ResourcePack-Generator.md ResourcePack-Generator.md +37 -1
  • No files found.
ResourcePack-Generator.md
View page @ b46c2a3e
...@@ -33,6 +33,7 @@ The contents of these folders should be similar to an actual resource pack. In t ...@@ -33,6 +33,7 @@ The contents of these folders should be similar to an actual resource pack. In t
Items will be generated **using the configured Material and Model numbers**, and will output a warning if duplicates are detected. Items will be generated **using the configured Material and Model numbers**, and will output a warning if duplicates are detected.
## Sounds ## Sounds
The structure of the sounds folder will be used to generate a sounds.json. 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`. `Assets/sounds/entity/cerberus/growl.ogg` would generate a sound at `entity.cerberus.growl`.
...@@ -43,6 +44,22 @@ If the top-level folder in Assets/sounds is a sound category, it will use that a ...@@ -43,6 +44,22 @@ If the top-level folder in Assets/sounds is a sound category, it will use that a
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) 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)
## Fonts
Configured via the `font-images.yml` file.
Allows you to define custom image that is assigned to a special font characters that can be used in placeholders. Only the bitmap type is supported at this time. Can be found and used inside packs.
The file can contain multiple "entries". Each entry looks something like this:
```yaml
Donut:
Type: bitmap
Char: "\u6000"
File: unicode/coverscreen/donut
Ascent: 7
Height: 15
```
These can be accessed using the placeholder <fontimage.donut> and can be used with the Text projectiles.
# Item Configurations # Item Configurations
## Basic Item Configuration ## Basic Item Configuration
...@@ -80,7 +97,7 @@ EmeraldSword: ...@@ -80,7 +97,7 @@ EmeraldSword:
``` ```
## Special Options ## Specific Item Types Options
Specific item types can have further special options to assign to every specific state they can have a different texture/model. Specific item types can have further special options to assign to every specific state they can have a different texture/model.
The value is the same as normal - can be a bbmodel or json in the models folder, or a png in the textures folder to generate a sprite. The value is the same as normal - can be a bbmodel or json in the models folder, or a png in the textures folder to generate a sprite.
...@@ -112,6 +129,25 @@ TortoiseShield: ...@@ -112,6 +129,25 @@ TortoiseShield:
Blocking: item/shields/tortoise_shield_blocking Blocking: item/shields/tortoise_shield_blocking
``` ```
## Transformation Options
Allows you to quickly make color variants of items if you're into that sort of thing. Only really works with sprite items, flips and rotations etc don't work with models.
```yaml
TestGenerationSpriteColorize:
Material: IRON_SWORD
Model: 106
Display: 'Blue Phoenix Sword'
Generation:
Texture: item/weapons/phoenix_sword
Transform:
FlipHorizontal: false
FlipVertical: false
Color: '#0000FF'
HueShift: 0
Saturation: 1.5
Brightness: 1
```
# Examples # Examples
## Furniture ## Furniture
......
Clone repository
  • Home
  • Changelogs
  • Commands / Permissions
  • FAQ / Common Issues
Usage
  • Installation
  • Item Options
  • Item Skills
  • Item Durability
  • Custom Blocks
  • Furniture
    • Paint Brush
  • Crafting Recipes
    • Workbenches
  • Custom Bags
  • Ammo System / Guns
  • Dynamic Lore Generation - WIP
  • ResourcePack Generator - WIP
New Mechanics
  • Item Mechanics
  • Item Targeters
  • Item Triggers
  • Item Conditions
New Placeholders
  • Placeholders
  • Placeholders.yml