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 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit IBA said so, it's hers anyway 🤷🏻 --- Skin Packs and Texture Packs.md | 220 -------------------------------- 1 file changed, 220 deletions(-) delete mode 100644 Skin Packs and Texture Packs.md diff --git a/Skin Packs and Texture Packs.md b/Skin Packs and Texture Packs.md deleted file mode 100644 index 20705ed..0000000 --- a/Skin Packs and Texture Packs.md +++ /dev/null @@ -1,220 +0,0 @@ -# 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. - -Picture - - -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, - -Picture - - -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, - -Picture - - -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, - -Picture - - -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. - -Picture - - -After selecting Auto-Gen, give your skin a name, and a theme name, These -will show up here! - -Picture - - -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. - -Picture - - -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, - -Picture - - -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 - -Picture - - -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" - -Picture - - -After a moment, we will get this, - -Picture - - -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. - -Picture - - -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. - -Picture - - -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 - -Picture - - -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. -