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init: add images
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@ -36,11 +36,17 @@ 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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@ -51,11 +57,17 @@ 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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@ -65,13 +77,22 @@ 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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@ -80,6 +101,9 @@ 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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@ -89,6 +113,9 @@ 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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@ -110,8 +137,14 @@ 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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@ -121,6 +154,9 @@ 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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@ -150,6 +186,9 @@ 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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