Jump to content

Is there a way to dynamically change vanilla block textures?


Recommended Posts

Posted

So I am wondering if there is a way to go about dynamically changing the textures for vanilla blocks/items without having to completely override the block/items or create new ones. So essentially something like having a texture for a block\item that then in a config file could be toggled on or off by the player.

Posted
  On 9/19/2019 at 9:15 AM, TrueSalt said:

So essentially something like having a texture for a block\item that then in a config file could be toggled on or off by the player.

Expand  

You mean a resource pack?

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
  On 9/19/2019 at 9:35 AM, Animefan8888 said:

You mean a resource pack?

Expand  

I'm sure that is what it sounds like I would like to do, but no. I want to keep everything within the confines of the mod I am making, just offering the player the option to swap between a couple of textures. These options would also affect some of the mods' textures. I hope that clears things up a bit more.

Posted
  On 9/19/2019 at 9:42 AM, TrueSalt said:

I want to keep everything within the confines of the mod I am making, just offering the player the option to swap between a couple of textures.

Expand  

I'm sure this is semi possible, but it's not as easy as it sounds. Theres no option in a model file to say if this then do this. So the only option would be to have some sort of Resource reloading listener that does what you want.

 

Or you could just give them a resource pack they can download along with the mod. Yes resource packs can affect modded textures and models. 

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted (edited)
  On 9/19/2019 at 9:49 AM, Animefan8888 said:

Or you could just give them a resource pack they can download along with the mod. Yes resource packs can affect modded textures and models. 

Expand  
1
1

Yes, I know. Again, I am trying to keep it in the confines of the mod. Would seem unnecessary to have them download a mod and then a resource pack just for a few optional texture changes. I'm not looking to go down the Conquest route. If it is not possible within reasonable limits, then damn. If I can do it then all the better. I have seen people change vanilla item models and so forth with mods before, so I felt like asking if the same was possible with textures. If I have to I am even willing to just replace one block with another if need be and if it would be easier to do.

Edited by TrueSalt
Posted
  On 9/19/2019 at 10:00 AM, TrueSalt said:

I have seen people change vanilla item models and so forth with mods before, so I felt like asking if the same was possible with textures.

Expand  

Yes its fully possible to change the textures and models of items/blocks using a mod. It functions exactly as a resource pack would. The problem is that you want to do it conditionally. There is no way to do it conditionally that immediately comes to mind. Like I said you would have to do some resource reload listener stuff. 

 

Aka you would have to make your own listener for when resources reload and replace the texture(s) based off the config setting. And also reload all the resources whenever that config setting has changed. Just changing one block for another will not work.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • "I want to understand how complex mods with ASM transformation and coremods work, such as Xray or AntiXray. Why do they break when you simply rename packages? What features of their architecture make refactoring difficult? And what techniques are used to protect these mods? I am interested in technical aspects in order to better understand the bytecode and Forge loader system."
    • I can't figure out if you're looking for help trying to steal someone elses work, or cheat at the game....
    • Title: Why Is It So Hard to Rename and Restructure Mods Like Xray or AntiXray? 🤔 Post text: Hey everyone! I’ve been digging into Minecraft modding for a while and have one big question that I can’t figure out on my own. Maybe someone with more experience could help or give me some advice. Here’s the issue: When I take a “normal” Minecraft mod — for example, one that just adds some blocks or new items — I can easily change its structure, package names, or even rebrand it entirely. It’s straightforward. But as soon as I try this with cheat-type mods like XrayMod or AntiXray, everything falls apart. Even if I just rename the classes, refactor the packages, or hide its identity somehow, the mod either breaks or stops working properly. XrayMod in particular is proving to be a nightmare to modify without losing its core function. So my question is — why is this so much harder with cheat mods like Xray? Is there something fundamentally different about how they’re coded, loaded, or protected that prevents simple renaming or restructuring? And if so, how can I actually learn to understand someone else’s cheat mod enough to safely refactor it without breaking the core features? I’ve already been spending over two months trying to figure this out and haven’t gotten anywhere. It feels like there must be some trick or knowledge I’m missing. Would really appreciate any thoughts, tips, or references — maybe there are guides or techniques for understanding cheat-mod internals? Or if you’ve successfully “disguised” a cheat mod like Xray before, I’d love to hear how you did it. Thanks in advance for any help or discussion. ✌️
    • just started making cinamatic contect check it out on my channel or check out my facebook page    Humbug City Minecraft Youtube https://www.youtube.com/watch?v=v2N6OveKwno https://www.facebook.com/profile.php?id=61575866982337  
    • Where did you get the schematic? Source/Link? And do use an own modpack or a pre-configured from curseforge? If yes, which one On a later time, I can make some tests on my own - but I need the schematic and the modpack name
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.