From 6b89dca6783635441acd766cc6608069076fd19b Mon Sep 17 00:00:00 2001
From: /home/neo <158327205+neoapps-dev@users.noreply.github.com>
Date: Tue, 11 Aug 2026 01:23:25 +0300
Subject: [PATCH] Delete Skin Packs and Texture Packs
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IBA said so, it's hers anyway 🤷🏻
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-# Making Skins/Textures on Minecraft LCE
-Mainly for the Source Code Leak. Written by IveBeenAlone (IBA).
-
-# Section 1 - Required Programs
-
-Firstly, you are going to **need** the following,
-
-- PCK Studio (https://github.com/LCERD/PCK-Studio/releases/latest)
-
-Secondly, you will probably want one (or more) of these.
-
-- PaintDotNet (or any other art/paint that has transparancy) (https://paint.net/)
-
-- Blockbench (if you want custom models) (https://www.blockbench.net/)
-
-- Minecraft LCE Toolkit (used for mainly \*.arc files)
-(https://github.com/RhysEvoo/Minecraft-LCE-Toolkit/releases)
-
-- JPEXS Decompiler (used to edit swf files that can be found in \*.arc
-files) (https://github.com/jindrapetrik/jpexs-decompiler/releases)
-
-- MLCE Texturepack Builder (entirely optional, but recommended if
-making texture packs)
-(https://github.com/romrom83/MLCE-texture-pack-builder/releases)
-
-# Section 2 - Basic Skins
-
-So, to make a skin (or skin pack), you will want to open your root
-directory, this is where the games .exe file is. If you are using a
-launcher like Emerald and on windows, this will be in
-**`%localappdata%\\com.emerald.legacy\\instances`**.
-You want to navigate to Windows64Media\\DLC, and make a copy of Skin
-Pack 1. You do NOT have to do this if you are replacing skins, but keep
-in mind if you replace a skin, it will only show for you.
-
-Once you have made this copy, rename it to whatever you want the Skin
-Pack Display Name to be in game.
-
-
-
-
-Once you have done that, open the folder and PCK Studio. You will want
-to drag and drop the copied PCK file onto PCK Studio, or go File \> Open
-and select the copied PCK file. Once you have done that, you will be
-given something that looks like this,
-
-
-
-
-As you can see, dlcskin######## are the skins in Skin Pack 1. You can
-click on the files to see the skin texture. But we aren't interested in
-any of that. What we want to do is click one, and hold our delete key
-(or right click > delete) until all but one is gone. Why all but one?
-PCK Studio doesn't update and show newly added files all the time
-otherwise, we will delete the last one once we have made our skin. Once
-we have done that, we want to right click where the skin files used to
-be and select Create > Skin. You will be presented with something like
-this,
-
-
-
-
-What you want to do is click "Edit Skin Flags", and UNCHECK "64x64
-Classic Skin". Unless your fork has 64x64 skin support, you WILL have
-to uncheck this!!! (Forks here include Console editions, such as X360.)
-It should look like the following,
-
-
-
-
-Again, this is to make a basic Steve skin, enable and disable what you
-know your fork supports. If your unsure, you can always try it and
-change it later! Once we have done that, click Save, and that window
-will close. Now, we want to select "Auto-Gen" for our Skin ID, if you
-know how this works, you can skip this and assign your own ID. A quick
-summary is that, every skin has its own unique 8 digit ID. I have
-personally used more than 8 digits, but I do not know if it is safe to
-do so.
-
-
-
-
-After selecting Auto-Gen, give your skin a name, and a theme name, These
-will show up here!
-
-
-
-
-Now lastly.. The skin. You are going to want to click anywhere in this
-box and select your skins png file. Remember! If your fork does NOT
-support 64x64 skins, you will have to use a 64x32 skin file.
-
-
-
-
-In some forks you CAN use higher resolution skins via a loop-hole of
-sorts. Minecraft LCE doesnt look at the size of the skin, it looks at
-ratio, so a 2:1 skin or a 1:1 skin. So you can use a 128x64 skin instead
-of a 64x32 skin. This will NOT give you more model/layers, this will
-just make your skin higher quality.
-
-You can also optionally add a cape texture,
-
-
-
-
-But it's not required. When you've selected your skin of choice, click
-"Create Skin". Repeat this for as many skins as you want to make!
-
-When you are done adding your skins, go File > Save As.. And find the
-skin folder we originally copied. We *can* leave the PCK File named
-Skins1.pck, but we should name it something related to the pack itself.
-If you do choose to rename the PCK file, delete the originally copied
-Skins1.pck
-
-
-
-
-And lastly, boot up LCE and see if it's in the game. If not, make sure
-everything is properly done, as this should have made a working basic
-Steve model skin.
-
-# Section 2 - Advanced Skins
-
-To make more advanced skins, ones with custom models and such, you will
-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)
-
-You don't need the full downloaded version of blockbench, the web
-version works perfectly fine for this. But you *may* want the web
-version if you are making these kind of skins regularly, or porting
-stuff from Bedrock, but that's a kinda different thing. If your able to
-follow this and make a custom skin here, you'll be able to port a
-Bedrock skin by yourself.
-
-So, you want to follow Section 1 until you get to the part about
-choosing your skin texture. Instead of doing that, we want to click on
-"Edit Model", and select "Yes"
-
-
-
-
-After a moment, we will get this,
-
-
-
-
-When this opens, we want to select "Import Skin", like the image above
-shows.
-
-When we do PCK Studio will warn us that our work will be lost, but thats
-fine, as there is no work yet. So this is safe to ignore and click on
-Yes. A file selecter window will open up, in the bottom right we want to
-change the selection from PCK Studio Model files, to bbmodel files, as
-well as navigate to your models saved bbmodel file and open it.
-
-
-
-
-The model *may* appear invisible, I don't know why it does this, but
-hit create anyways. When that's done, follow the rest of the basic skin
-guide. you **may** need to reselect the correct skin flags, or
-depending on your model, enable some to hide its armour or Steve models
-body parts.
-
-# Section 3 - Textures (simple)
-
-For texture packs, the same idea applies, copy a texture pack folder,
-rename, and open the pck file. What differs however, is how the file is
-made.
-
-For this simple methood we are going to use romrom83's
-MLCE-texture-pack-builder. As it's a lot easier and simpler than
-editing a pre-existing pack. You are going to want both the
-template_pack_minecraft_consoles.zip and template_pack_MCLE.zip. Unzip
-these where ever you want them, but keep them close to each other as
-youll need both. Open up the template folder and replace/edit the files
-as you need. You can use Common\\res\\\* to view every texture LCE
-supports, and where they should be. Texture packs do NOT use 1_2_2 or
-TitleUpdate folders. If a texture is in res\\TitleUpdate\\res\\mob, it
-should just be in res\\mob in your texture pack.
-
-Once all that is done, open up TexturePackBuilder.exe choose your source
-folder, it should be the one with the README.txt in it. Give your pack a
-name, an ID, and a description, and pick the resolution. Unless you are
-manually making a texture pack (described in Section 4), you are limited
-to 16x or 32x.
-
-
-
-
-When those are filled out, hit Convert! It should make a new folder at
-where ever you put TexturePackBuilder.exe\\output\\\[packname\]. You
-should just be able to now copy the pack name folder into your DLC
-folder. Simple as that!
-
-# Section 4 - Textures (Advanced)
-*(Note, LCE really does NOT like insanely high resolution packs)*
-
-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
-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
-x\[number\]Data.pck. So if you are making a 64x64 pack, it should be
-`x64Data.pck`.
-
-Now, open `TexturePack.pck` in PCK Studio, youll notice you have x16 or
-x32, and inside that folder is a x\[number\]Info.pck. You WILL want to
-extract that pck file, like so
-
-
-
-
-And store it somewhere youll be able to find it again. You want to open
-that pck file in PCK Studio, and replace the icon and comparison pngs.
-You may want to wait on the comparison until you have the pack in game
-to get the proper screenshot. One you do replace them, go File > Save,
-and replace the original one in TexturePack.pck. And save
-TexturePack.pck as well.
-Now, here's the annoying-ish part. You want to open the
-Data\\x\[number\]Data.pck. You want to replace all of the images in here
-with higher resolution ones, then save.
-