init: add images

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@ -36,11 +36,17 @@ 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.
<img width="1557" height="226" alt="Picture" src="https://github.com/user-attachments/assets/5fe7751f-1688-41ef-b37e-8340e28e4329" />
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,
<img width="1053" height="654" alt="Picture" src="https://github.com/user-attachments/assets/8f7c2f95-5c76-4c48-88a1-4edcdca2525f" />
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
@ -51,11 +57,17 @@ 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,
<img width="476" height="289" alt="Picture" src="https://github.com/user-attachments/assets/8bad446e-af2f-4012-8d29-5a2a5d361a48" />
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,
<img width="629" height="544" alt="Picture" src="https://github.com/user-attachments/assets/d7d13fe4-cc95-4155-83df-a7318bff593a" />
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
@ -65,13 +77,22 @@ 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.
<img width="484" height="295" alt="Picture" src="https://github.com/user-attachments/assets/eb096bc7-6822-4fdc-9ffa-26d78a62a4c2" />
After selecting Auto-Gen, give your skin a name, and a theme name, These
will show up here!
<img width="721" height="228" alt="Picture" src="https://github.com/user-attachments/assets/e5a15c2c-855d-4264-9329-2c6f0644b9f1" />
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.
<img width="481" height="292" alt="Picture" src="https://github.com/user-attachments/assets/28add1ab-df9f-418c-b5db-388c5874d7f7" />
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
@ -80,6 +101,9 @@ just make your skin higher quality.
You can also optionally add a cape texture,
<img width="264" height="148" alt="Picture" src="https://github.com/user-attachments/assets/188570ab-4032-46e0-a636-75123039f8c3" />
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!
@ -89,6 +113,9 @@ 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
<img width="725" height="129" alt="Picture" src="https://github.com/user-attachments/assets/eeeb751d-ab40-4052-b86a-0618825db2ee" />
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.
@ -110,8 +137,14 @@ 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"
<img width="483" height="287" alt="Picture" src="https://github.com/user-attachments/assets/26814bf0-33ac-4986-af70-8345a73d039a" />
After a moment, we will get this,
<img width="890" height="593" alt="Picture" src="https://github.com/user-attachments/assets/ef8fdcf7-f886-4516-915c-16ba41a3d613" />
When this opens, we want to select "Import Skin", like the image above
shows.
@ -121,6 +154,9 @@ 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.
<img width="483" height="93" alt="Picture" src="https://github.com/user-attachments/assets/e41a6194-0766-4fae-84c0-056f5acf37b2" />
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
@ -150,6 +186,9 @@ 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.
<img width="499" height="263" alt="Picture" src="https://github.com/user-attachments/assets/0cc2b3aa-4a79-4314-802d-c1faebd1c174" />
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