{"id":15016095,"url":"https://github.com/traben-0/entity_texture_features","last_synced_at":"2025-04-04T14:07:05.500Z","repository":{"id":37038289,"uuid":"448743716","full_name":"Traben-0/Entity_Texture_Features","owner":"Traben-0","description":"A Minecraft Fabric \u0026 Forge mod that adds random, emissive \u0026 blinking textures for mobs, skins and much more! ","archived":false,"fork":false,"pushed_at":"2025-03-30T15:44:04.000Z","size":26850,"stargazers_count":143,"open_issues_count":63,"forks_count":28,"subscribers_count":3,"default_branch":"ETF-Main","last_synced_at":"2025-04-04T14:06:58.223Z","etag":null,"topics":["minecraft","minecraft-forge","minecraft-mod","mod"],"latest_commit_sha":null,"homepage":"","language":"Java","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"lgpl-3.0","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/Traben-0.png","metadata":{"files":{"readme":".github/README-assets/EMISSIVE_GUIDE.md","changelog":null,"contributing":null,"funding":null,"license":"LICENSE","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null}},"created_at":"2022-01-17T03:36:58.000Z","updated_at":"2025-03-30T15:44:08.000Z","dependencies_parsed_at":"2023-10-15T13:24:11.373Z","dependency_job_id":"e358a4e4-0db6-47fe-a8d5-ae5bc5d38ca9","html_url":"https://github.com/Traben-0/Entity_Texture_Features","commit_stats":{"total_commits":521,"total_committers":16,"mean_commits":32.5625,"dds":"0.12476007677543188","last_synced_commit":"ea54e389781f1bf20d7d0b12aad0fa4c9873ae77"},"previous_names":[],"tags_count":13,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Traben-0%2FEntity_Texture_Features","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Traben-0%2FEntity_Texture_Features/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Traben-0%2FEntity_Texture_Features/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Traben-0%2FEntity_Texture_Features/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/Traben-0","download_url":"https://codeload.github.com/Traben-0/Entity_Texture_Features/tar.gz/refs/heads/ETF-Main","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":247190250,"owners_count":20898702,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["minecraft","minecraft-forge","minecraft-mod","mod"],"created_at":"2024-09-24T19:48:23.977Z","updated_at":"2025-04-04T14:07:05.475Z","avatar_url":"https://github.com/Traben-0.png","language":"Java","funding_links":[],"categories":[],"sub_categories":[],"readme":"# 💡 Emissive textures\n\n\u003cdiv align=\"center\"\u003e\n\n\u003cimg src=\"emissives.png\" alt=\"Emissive mobs\" width=\"450\"\u003e\n\n\u003c/div\u003e\n\n## OptiFine compatability\n\n- ETF supports all OptiFine emissive texture resource packs\n- A custom emissive texture suffix may be set just like OptiFine but with a few optional changes, see the [emissive.properties](emissive.properties) example.\n- Please try and use only the default emissive suffix `_e`, it makes things easier for everyone :)\n\n## Guide\n\n- Emissive textures allow parts of a mob / entity's texture to glow as in the image above\n- An emissive texture is a copy of the regular mob texture including only the parts you want glow\n- To render correctly, the emissive texture should be the exact same size as the original mob's texture,\u003cbr /\u003eotherwise you may get Z-Fighting with shaders enabled\n- Emissive textures must be in the same folder as the texture it is glowing over and must be named like this: `TextureName#.png`,\u003cbr /\u003ewith `#` being the suffix set by the topmost OptiFine format resource pack,otherwise it will default to `_e`\u003cbr /\u003e(Meaning that the file name should be `TextureName_e.png`)\n- Elytra \u0026 armour emissives have CIT Resewn mod support and will apply based on the CIT texture\n- Tridents support emissive textures and can be customized via the special case rules in the [`random / custom mob guide`](RANDOM_GUIDE.md)\n- Block entities such as chests, shulker boxes, beds, bells, enchanting table \u0026 lectern books **support** emissive textures with ETF,\u003cbr /\u003eother blocks require [Continuity](https://modrinth.com/mod/continuity)\n  - Enhanced Block Entities (A mod which changes the block entity render to block render for performance optimizations)\u003cbr /\u003ebreaks ETF's support for block entities \n- Player skins support emissive textures, see the [`player skin features guide`](SKINS.md)\n\n\n---\n ## Armor trims\n\n Emmisive armor trim textures are defined just like in OptiFine, by adding one of the following material suffixes\n \nto the trim base name: amethyst, copper, diamond, diamond_darker, emerald, gold, gold_darker,\niron, iron_darker, lapis, netherite, netherite_darker, quartz, redstone.\n \nFor example:\n\n`textures/trims/models/armor/coast_amethyst_e.png`,\n`textures/trims/models/armor/host_iron_darker_e.png`,\n`textures/trims/models/armor/dune_leggings_netherite_e.png`\n\nYou can also add a copy of the non emissive texture present in the same path to override that trim.\n\nFor example:\n\n`textures/trims/models/armor/coast_amethyst.png`,\n`textures/trims/models/armor/host_iron_darker.png`,\n`textures/trims/models/armor/dune_leggings_netherite.png`\n---\n\nEmissive textures can render in two different ways, set by the config. The two images below show the two rendering modes:\n\n\n### Dull Emmisives [default]\n\n\u003ctable\u003e\n\u003ctr\u003e\n\u003ctd\u003e\n\u003cimg src=\"dull-emissives.png\" alt=\"Dull Emissives\" width=\"450\"\u003e\n\u003c/td\u003e\n\u003ctd\u003e\n\nThey:\n\n- Are like OptiFine emissives\n- Are not overly bright in sunlight\n- Have directional light shading (some sides are shaded differently)\n- Have an upper brightness limit more inline with typical entity rendering\n- Are expected to be more stable with certain shaders\n\nBlock entities will always use this mode unless Iris is installed, due to rendering issues in vanilla\n\n\u003c/td\u003e\n\u003c/tr\u003e\n\u003c/table\u003e\n\n### Bright Emissives\n\n\u003ctable\u003e\n\u003ctr\u003e\n\u003ctd\u003e\n\u003cimg src=\"bright-emissives.png\" alt=\"Bright Emissives\" width=\"400\"\u003e\n\u003c/td\u003e\n\u003ctd\u003e\n\nThey:\n\n- Are brighter than OptiFine emissives\n- Are noticeably bright in sunlight and can look out of style with vanilla\n- Typically, have more bloom with shaders\n- Have global illumination and do not shade differently over the model\n- Are brighter than the default Dull Emissives\n- More likely to break with certain shaders enabled\n\n\u003c/td\u003e\n\u003c/tr\u003e\n\u003c/table\u003e\n\n## Examples\n\n\u003cdiv align=\"center\"\u003e\n\n\u003cimg src=\"format-example.png\" alt=\"Format example\" width=\"450\"\u003e\n\n\u003c/div\u003e\n\n- The example image above shows red glowing eyes for the texture `zombie3.png`\n- Emissives are applied after randomised textures and they must contain the same number system as the random files they apply too.\u003cbr/\u003eFor example, `zombie_e.png` will not apply to `zombie3.png`, but `zombie3_e.png` will.\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Ftraben-0%2Fentity_texture_features","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Ftraben-0%2Fentity_texture_features","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Ftraben-0%2Fentity_texture_features/lists"}