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Delete Skin Packs and Texture Packs
IBA said so, it's hers anyway 🤷🏻
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# Making Skins/Textures on Minecraft LCE
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Mainly for the Source Code Leak. Written by IveBeenAlone (IBA).
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# Section 1 - Required Programs
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Firstly, you are going to **need** the following,
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- PCK Studio (https://github.com/LCERD/PCK-Studio/releases/latest)
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Secondly, you will probably want one (or more) of these.
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- PaintDotNet (or any other art/paint that has transparancy) (https://paint.net/)
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- Blockbench (if you want custom models) (https://www.blockbench.net/)
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- Minecraft LCE Toolkit (used for mainly \*.arc files)
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(https://github.com/RhysEvoo/Minecraft-LCE-Toolkit/releases)
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- JPEXS Decompiler (used to edit swf files that can be found in \*.arc
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files) (https://github.com/jindrapetrik/jpexs-decompiler/releases)
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- MLCE Texturepack Builder (entirely optional, but recommended if
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making texture packs)
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(https://github.com/romrom83/MLCE-texture-pack-builder/releases)
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# Section 2 - Basic Skins
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So, to make a skin (or skin pack), you will want to open your root
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directory, this is where the games .exe file is. If you are using a
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launcher like Emerald and on windows, this will be in
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**`%localappdata%\\com.emerald.legacy\\instances`**.
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You want to navigate to Windows64Media\\DLC, and make a copy of Skin
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Pack 1. You do NOT have to do this if you are replacing skins, but keep
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in mind if you replace a skin, it will only show for you.
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Once you have made this copy, rename it to whatever you want the Skin
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Pack Display Name to be in game.
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<img width="1557" height="226" alt="Picture" src="https://github.com/user-attachments/assets/5fe7751f-1688-41ef-b37e-8340e28e4329" />
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Once you have done that, open the folder and PCK Studio. You will want
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to drag and drop the copied PCK file onto PCK Studio, or go File \> Open
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and select the copied PCK file. Once you have done that, you will be
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given something that looks like this,
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<img width="1053" height="654" alt="Picture" src="https://github.com/user-attachments/assets/8f7c2f95-5c76-4c48-88a1-4edcdca2525f" />
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As you can see, dlcskin######## are the skins in Skin Pack 1. You can
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click on the files to see the skin texture. But we aren't interested in
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any of that. What we want to do is click one, and hold our delete key
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(or right click > delete) until all but one is gone. Why all but one?
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PCK Studio doesn't update and show newly added files all the time
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otherwise, we will delete the last one once we have made our skin. Once
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we have done that, we want to right click where the skin files used to
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be and select Create > Skin. You will be presented with something like
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this,
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<img width="476" height="289" alt="Picture" src="https://github.com/user-attachments/assets/8bad446e-af2f-4012-8d29-5a2a5d361a48" />
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What you want to do is click "Edit Skin Flags", and UNCHECK "64x64
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Classic Skin". Unless your fork has 64x64 skin support, you WILL have
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to uncheck this!!! (Forks here include Console editions, such as X360.)
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It should look like the following,
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<img width="629" height="544" alt="Picture" src="https://github.com/user-attachments/assets/d7d13fe4-cc95-4155-83df-a7318bff593a" />
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Again, this is to make a basic Steve skin, enable and disable what you
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know your fork supports. If your unsure, you can always try it and
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change it later! Once we have done that, click Save, and that window
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will close. Now, we want to select "Auto-Gen" for our Skin ID, if you
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know how this works, you can skip this and assign your own ID. A quick
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summary is that, every skin has its own unique 8 digit ID. I have
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personally used more than 8 digits, but I do not know if it is safe to
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do so.
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<img width="484" height="295" alt="Picture" src="https://github.com/user-attachments/assets/eb096bc7-6822-4fdc-9ffa-26d78a62a4c2" />
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After selecting Auto-Gen, give your skin a name, and a theme name, These
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will show up here!
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<img width="721" height="228" alt="Picture" src="https://github.com/user-attachments/assets/e5a15c2c-855d-4264-9329-2c6f0644b9f1" />
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Now lastly.. The skin. You are going to want to click anywhere in this
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box and select your skins png file. Remember! If your fork does NOT
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support 64x64 skins, you will have to use a 64x32 skin file.
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<img width="481" height="292" alt="Picture" src="https://github.com/user-attachments/assets/28add1ab-df9f-418c-b5db-388c5874d7f7" />
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In some forks you CAN use higher resolution skins via a loop-hole of
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sorts. Minecraft LCE doesnt look at the size of the skin, it looks at
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ratio, so a 2:1 skin or a 1:1 skin. So you can use a 128x64 skin instead
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of a 64x32 skin. This will NOT give you more model/layers, this will
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just make your skin higher quality.
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You can also optionally add a cape texture,
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<img width="264" height="148" alt="Picture" src="https://github.com/user-attachments/assets/188570ab-4032-46e0-a636-75123039f8c3" />
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But it's not required. When you've selected your skin of choice, click
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"Create Skin". Repeat this for as many skins as you want to make!
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When you are done adding your skins, go File > Save As.. And find the
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skin folder we originally copied. We *can* leave the PCK File named
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Skins1.pck, but we should name it something related to the pack itself.
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If you do choose to rename the PCK file, delete the originally copied
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Skins1.pck
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<img width="725" height="129" alt="Picture" src="https://github.com/user-attachments/assets/eeeb751d-ab40-4052-b86a-0618825db2ee" />
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And lastly, boot up LCE and see if it's in the game. If not, make sure
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everything is properly done, as this should have made a working basic
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Steve model skin.
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# Section 2 - Advanced Skins
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To make more advanced skins, ones with custom models and such, you will
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want to use Blockbench and make the model/skin file. Or use [the template bbmodel](https://github.com/LCE-Hub/Guides/raw/refs/heads/main/files/template.bbmodel)
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You don't need the full downloaded version of blockbench, the web
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version works perfectly fine for this. But you *may* want the web
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version if you are making these kind of skins regularly, or porting
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stuff from Bedrock, but that's a kinda different thing. If your able to
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follow this and make a custom skin here, you'll be able to port a
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Bedrock skin by yourself.
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So, you want to follow Section 1 until you get to the part about
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choosing your skin texture. Instead of doing that, we want to click on
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"Edit Model", and select "Yes"
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<img width="483" height="287" alt="Picture" src="https://github.com/user-attachments/assets/26814bf0-33ac-4986-af70-8345a73d039a" />
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After a moment, we will get this,
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<img width="890" height="593" alt="Picture" src="https://github.com/user-attachments/assets/ef8fdcf7-f886-4516-915c-16ba41a3d613" />
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When this opens, we want to select "Import Skin", like the image above
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shows.
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When we do PCK Studio will warn us that our work will be lost, but thats
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fine, as there is no work yet. So this is safe to ignore and click on
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Yes. A file selecter window will open up, in the bottom right we want to
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change the selection from PCK Studio Model files, to bbmodel files, as
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well as navigate to your models saved bbmodel file and open it.
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<img width="483" height="93" alt="Picture" src="https://github.com/user-attachments/assets/e41a6194-0766-4fae-84c0-056f5acf37b2" />
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The model *may* appear invisible, I don't know why it does this, but
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hit create anyways. When that's done, follow the rest of the basic skin
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guide. you **may** need to reselect the correct skin flags, or
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depending on your model, enable some to hide its armour or Steve models
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body parts.
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# Section 3 - Textures (simple)
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For texture packs, the same idea applies, copy a texture pack folder,
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rename, and open the pck file. What differs however, is how the file is
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made.
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For this simple methood we are going to use romrom83's
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MLCE-texture-pack-builder. As it's a lot easier and simpler than
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editing a pre-existing pack. You are going to want both the
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template_pack_minecraft_consoles.zip and template_pack_MCLE.zip. Unzip
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these where ever you want them, but keep them close to each other as
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youll need both. Open up the template folder and replace/edit the files
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as you need. You can use Common\\res\\\* to view every texture LCE
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supports, and where they should be. Texture packs do NOT use 1_2_2 or
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TitleUpdate folders. If a texture is in res\\TitleUpdate\\res\\mob, it
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should just be in res\\mob in your texture pack.
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Once all that is done, open up TexturePackBuilder.exe choose your source
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folder, it should be the one with the README.txt in it. Give your pack a
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name, an ID, and a description, and pick the resolution. Unless you are
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manually making a texture pack (described in Section 4), you are limited
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to 16x or 32x.
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<img width="499" height="263" alt="Picture" src="https://github.com/user-attachments/assets/0cc2b3aa-4a79-4314-802d-c1faebd1c174" />
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When those are filled out, hit Convert! It should make a new folder at
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where ever you put TexturePackBuilder.exe\\output\\\[packname\]. You
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should just be able to now copy the pack name folder into your DLC
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folder. Simple as that!
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# Section 4 - Textures (Advanced)
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*(Note, LCE really does NOT like insanely high resolution packs)*
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So, you want textures higher than 16x or 32x? Bold you are. To do this, were gonna make a copy of a base texture pack, like Candy pack, and
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rename your folder to whatever you want your pack name to be. You want to go into Data\\ and rename `x16Data.pck`/`x32Data.pck` to
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x\[number\]Data.pck. So if you are making a 64x64 pack, it should be
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`x64Data.pck`.
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Now, open `TexturePack.pck` in PCK Studio, youll notice you have x16 or
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x32, and inside that folder is a x\[number\]Info.pck. You WILL want to
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extract that pck file, like so
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<img width="363" height="304" alt="Picture" src="https://github.com/user-attachments/assets/ac0afd1f-14e0-449b-92f9-d144da47ca85" />
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And store it somewhere youll be able to find it again. You want to open
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that pck file in PCK Studio, and replace the icon and comparison pngs.
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You may want to wait on the comparison until you have the pack in game
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to get the proper screenshot. One you do replace them, go File > Save,
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and replace the original one in TexturePack.pck. And save
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TexturePack.pck as well.
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Now, here's the annoying-ish part. You want to open the
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Data\\x\[number\]Data.pck. You want to replace all of the images in here
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with higher resolution ones, then save.
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