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  • MythicCraft
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  • ResourcePack Generator

Last edited by Brickgard Dec 20, 2024
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ResourcePack Generator

Introduction

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
  • export a resource pack ready to merge with your own in Plugins/MythicMobs/resourcepack.zip.

And all of the generated files will be put into the Generation/ folder inside the MythicMobs main directory (../plugins/MythicMobs/Generation/).

Usage

This can be done via the use of the /mythicmobs items generate command

Packs

Packs can now contain an "Assets" folder with the following layout:

Pack
  |-- 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 HERE, 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.

Sounds

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)

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

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

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

  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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