From ed76ec5cd05457c8963e63877cfdf8e8c06b183f Mon Sep 17 00:00:00 2001 From: /home/neo <158327205+neoapps-dev@users.noreply.github.com> Date: Thu, 2 Jul 2026 15:08:21 +0300 Subject: [PATCH] init: add images --- Skin Packs and Texture Packs.md | 39 +++++++++++++++++++++++++++++++++ 1 file changed, 39 insertions(+) diff --git a/Skin Packs and Texture Packs.md b/Skin Packs and Texture Packs.md index 3af563d..cf0bb4b 100644 --- a/Skin Packs and Texture Packs.md +++ b/Skin Packs and Texture Packs.md @@ -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. +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 @@ -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, +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 @@ -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. +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 @@ -80,6 +101,9 @@ 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! @@ -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 +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. @@ -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" +Picture + + After a moment, we will get this, +Picture + + 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. +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 @@ -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. +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