diff --git a/Skin Packs and Texture Packs.md b/Skin Packs and Texture Packs.md new file mode 100644 index 0000000..3af563d --- /dev/null +++ b/Skin Packs and Texture Packs.md @@ -0,0 +1,156 @@ +# 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. This is your job to +include the bbmodel and skin texture I send you neoapps. + +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!