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https://github.com/traben-0/entity_texture_features
A Minecraft Fabric & Forge mod that adds random, emissive & blinking textures for mobs, skins and much more!
https://github.com/traben-0/entity_texture_features
minecraft minecraft-forge minecraft-mod mod
Last synced: 30 days ago
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A Minecraft Fabric & Forge mod that adds random, emissive & blinking textures for mobs, skins and much more!
- Host: GitHub
- URL: https://github.com/traben-0/entity_texture_features
- Owner: Traben-0
- License: lgpl-3.0
- Created: 2022-01-17T03:36:58.000Z (almost 3 years ago)
- Default Branch: ETF-Main
- Last Pushed: 2024-09-18T13:59:59.000Z (about 2 months ago)
- Last Synced: 2024-10-14T07:01:05.944Z (30 days ago)
- Topics: minecraft, minecraft-forge, minecraft-mod, mod
- Language: Java
- Homepage:
- Size: 25.5 MB
- Stars: 132
- Watchers: 3
- Forks: 26
- Open Issues: 42
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Metadata Files:
- Readme: .github/README-assets/EMISSIVE_GUIDE.md
- License: LICENSE
Awesome Lists containing this project
README
# 💡 Emissive textures
## OptiFine compatability
- ETF supports all OptiFine emissive texture resource packs
- A custom emissive texture suffix may be set just like OptiFine but with a few optional changes, see the [emissive.properties](emissive.properties) example.
- Please try and use only the default emissive suffix `_e`, it makes things easier for everyone :)## Guide
- Emissive textures allow parts of a mob / entity's texture to glow as in the image above
- An emissive texture is a copy of the regular mob texture including only the parts you want glow
- To render correctly, the emissive texture should be the exact same size as the original mob's texture,
otherwise you may get Z-Fighting with shaders enabled
- Emissive textures must be in the same folder as the texture it is glowing over and must be named like this: `TextureName#.png`,
with `#` being the suffix set by the topmost OptiFine format resource pack,otherwise it will default to `_e`
(Meaning that the file name should be `TextureName_e.png`)
- Elytra & armour emissives have CIT Resewn mod support and will apply based on the CIT texture
- Tridents support emissive textures and can be customized via the special case rules in the [`random / custom mob guide`](RANDOM_GUIDE.md)
- Block entities such as chests, shulker boxes, beds, bells, enchanting table & lectern books **support** emissive textures with ETF,
other blocks require [Continuity](https://modrinth.com/mod/continuity)
- Enhanced Block Entities (A mod which changes the block entity render to block render for performance optimizations)
breaks ETF's support for block entities
- Player skins support emissive textures, see the [`player skin features guide`](SKINS.md)---
## Armor trimsEmmisive armor trim textures are defined just like in OptiFine, by adding one of the following material suffixes
to the trim base name: amethyst, copper, diamond, diamond_darker, emerald, gold, gold_darker,
iron, iron_darker, lapis, netherite, netherite_darker, quartz, redstone.
For example:`textures/trims/models/armor/coast_amethyst_e.png`,
`textures/trims/models/armor/host_iron_darker_e.png`,
`textures/trims/models/armor/dune_leggings_netherite_e.png`You can also add a copy of the non emissive texture present in the same path to override that trim.
For example:
`textures/trims/models/armor/coast_amethyst.png`,
`textures/trims/models/armor/host_iron_darker.png`,
`textures/trims/models/armor/dune_leggings_netherite.png`
---Emissive textures can render in two different ways, set by the config. The two images below show the two rendering modes:
### Dull Emmisives [default]
They:
- Are like OptiFine emissives
- Are not overly bright in sunlight
- Have directional light shading (some sides are shaded differently)
- Have an upper brightness limit more inline with typical entity rendering
- Are expected to be more stable with certain shadersBlock entities will always use this mode unless Iris is installed, due to rendering issues in vanilla
### Bright Emissives
They:
- Are brighter than OptiFine emissives
- Are noticeably bright in sunlight and can look out of style with vanilla
- Typically, have more bloom with shaders
- Have global illumination and do not shade differently over the model
- Are brighter than the default Dull Emissives
- More likely to break with certain shaders enabled## Examples
- The example image above shows red glowing eyes for the texture `zombie3.png`
- Emissives are applied after randomised textures and they must contain the same number system as the random files they apply too.
For example, `zombie_e.png` will not apply to `zombie3.png`, but `zombie3_e.png` will.