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Editing Textures
To adjust what texture is used in each biome you have to edit the config file located at .minecraft/config/AtlasTextures.json
This file will be created on the first run of the mod, and it will look something like this:
{
"0": "WATER",
"1": "PLAINS",
"10": "WATER",
"11": "WATER",
...
}
These are key-value pairs, the number key being biome ID, the text value being the name of texture set. Default texture sets have their names in upper case (WATER, PLAINS, MOUNTAINS etc). You can reassign texture sets to biomes as you please. For biome IDs consult Minecraft Wiki.
The standard texture sets are called "sets" in the sense that some of them (such as MOUNTAINS and FOREST) contain several variations of a texture. When biome data is loaded into atlas, each chunk is assigned one texture file out of the texture set at random, so a large area filled with just one biome looks more varied.
If another mod that you have installed adds a new biome, their biome ID will also be in this config file. Check the mod's config file to find out what ID their biome has been assigned. If the authors of the mod registered their biome in Forge Biome Dictionary with standard biome types, Antique Atlas will use that information to infer a fitting texture set. I.e. if a biome has been registered with type Water, water texture set will be assigned to it.
You can make your own textures and assign them to any biome in the config. Your textures must follow the Autotile layout. Examples:
Then you have to put your texture files in a resource pack.
Create a text file pack.meta
, open it in a text editor and fill it with the following content:
{
"pack":{
"pack_format":1,
"description":"My custom textures for Antique Atlas"
}
}
The description can be your own, of course.
Put you files in a zip file with the following structure:
mytextures-v1.0.zip
├───pack.mcmeta
└───assets
└───mytextures
└───textures
└───mybiome
├───texture1.png
├───texture2.png
└───...
The exact name of the zip file doesn't matter, it is only used for display in the "Resource Packs" menu. The name of the folder inside assets
(mytextures
in this example) doesn't have to match the name of the zip. The folder structure further inside doesn't matter at all.
Put the resulting zip file inside the folder .minecraft/resourcepacks
.
Finally, you need to assign your custom textures to a biome in AtlasTextures.json
. It should look like this:
{
...
"7": "WATER",
"9": "BEACH",
"35": [
"mytextures:textures/mybiome/texture1.png",
"mytextures:textures/mybiome/texture2.png"
...
]
}
The "7" and "9" are given as an example of vanilla biome IDs.
Add all your texture variations for your biome (in this case with ID "35"), separated by commas. You can as well have just a single texture. The path to texture files is structured like this:
"pack_name:path/to/texture_file.png"
where pack_name
is the name of the folder directly under assets
in the zip, and path/to/
is the nested folder structure, i.e. in the example above it is textures/mybiome/
.
Launch Minecraft, in the main menu go to "Options", "Resource Packs..." and click on your zip file that should be listed there. If you do it from the in-game menu, your textures may fail to load and you will have to restart Minecraft.
Here's an example resource pack with a single texture which I used to debug my mod with:
Download here: http://adf.ly/aOEGR
Replace the contents of AtlasTexture.json
with the following:
{
"0": [
"mytextures:textures/test_texture1.png"
]
}
This will replace the default texture for ocean biome with my debug texture. All the other biomes will be added to config automatically with default textures when you launch Minecraft.