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.
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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,
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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,
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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,
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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.
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After selecting Auto-Gen, give your skin a name, and a theme name, These
will show up here!
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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.
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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,
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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
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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"
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After a moment, we will get this,
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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.
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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.
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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