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ETF tutorial makes your physical texture richer! [ETF] Entity Texture Features) Minecraft Game

2024-12-09 18:31:40|Myriagame |source:minecraft skins

This tutorial is set by the author's setting without permission.

Not much to say, enter the theme.

Basic biological variant add

.png is the default texture, while adding a second texture needs to name the texture as 2.png, the third one, and the glow texture suffixNaming space> 2_e.png.

Properties file creation

.properties, The same name is the same as the corresponding texture name, such as deepling_brute.properties.

Write SKINS. Number = number = number

Skins. Numbers are the first functional calls, just be written from 2, = after the corresponding texture, such as Skins.4 = 2 is the fourth function call 2.png.

Set the default texture

skins. Number = Digital [1 is the original post]

Skins. Numbers look at a few Skins above. If four are written, it is written as skins.5 = number.

The special feature of calling needs to start from SKINS.2.

Switch the texture when the player must be away from the player

 skins.2 = 4

DistancefromPlayer.2 = 0-5#When 0-5 grid from the player, switch Skins.2 = 4 Fourth texture.

skins.3 = 3

DistancefromPlayer.3 = 5-9#When 5-9 squares from the player, switch to Skins.3 = 3 third sheet texture.

skins.4 = 2

DistancefromPlayer.4 = 9-12#When the distance from the player is 9-12 cells, switch to skins.4 = 2 second texture.

skins.5 = 1#The default texture is the original paste

As above, SKINS. Number = Digital Fill at the bottom, which is to set the default texture. If the above call cannot be found, or if the probability is not selected, the entity will become the default texture.

Set the probability of generating

In Properties file.

skins. Number = number

weights. Number = number

You can fill in multiple, the official example is:

 skins.2 = 1 2 3 4

weights.2 = 3 6 1 3

skins.3 = 1

Meaning: Skins.2 = 1.png, 2.png, 3.png, 4.png

When generating, the probability generation of 3: 3+6+1+3, 6: 3+6+1+3, 1: 3+6+1+3, 4: 3+1+6+3For Skins.3 = .png.

Baby must have different stickers AWA

Similarly, in the Properties file.

 skins.1 = 3

baby.1 = true

skins.2 = 1

It means that when the entity is in the BABY state, the switching texture is Skins.1 = 3.png.[The official example material bag changed the eyes of the polar bear to QWQ with the big eyes of the watery eyes], the default texture is: Skins.3 = .png.

Different groups of different textures

 skins.2 = 1 2 3 4

biomes.2 = DESERT

weights.5 = 3 6 1 3

skins.3 = 1

When the group system is the desert, Skins.2 = 1.png, 2.png, 3.png, 4.png

When generating, the probability generation of 3: 3+6+1+3, 6: 3+6+1+3, 1: 3+6+1+3, 4: 3+1+6+3For Skins.3 = .png.

It seems to only support the original group, wait for me to test again.

Name change texture

 skins.3 = 6

names.3 = BORED SLEEPYSKINS.4 = 7

names.4 = ANGRY RAGE

skins.5 = 8

names.5 = sad depression

skins.6 = 9

names.6 = Shocked Disgust

skins.7 = 10

names.7 = Happy Smile

skins.8 = 1

The official example document means that when the entity name is: Bored Sleepy, use Skins.3 = 6.PNG, and the default texture is Skins.8 = .png.

Specific entity

Screaming goat

 skins.2 = 2

screaminggoat.2 = TRUE

skins.3 = 1

When the state of the entity is screaming goat, use skins.2 = 2.png, and the default texture is Skins.3 = .png.

Qinling Great Panda AWA

 skins.2 = 2

hiddenNGENE.2 = Brown

When the giant panda hidden gene is the Qinling Panda [Brown Panda], use Skins.2 = 2.PNG. This function is mainly used to add brown species to each panda variant, such as Lazy_panda.

Blinking

You need to create a diagram of the _blink alone in the blink of an eye, such as Iron_Golem2_blink.png. Note that because it is replaced with a blink texture in the blink of an eye, the original light texture will not be displayed. If necessary, please draw a picture to add _E suffix.

Then write Iron_golem2_blink.properties file, the content is:

 blinklength = 30 
 blinkfrequency = 400 

Meaning, the duration of the blink of an eye = 30tick, a blink of an eye every 400tick.

If you do not write _blink.properties files, the time and interval will be determined according to the total configuration of ETF.

Block entity

 skins.2 = 1

blocks.2 = oak_planks

skins.3 = 1

When the square is placed on the oak wooden board, use skins.2 = .png. The default texture is .png.