How to use ETF's random physical texture for MOD [ETF] Entity Texture Features) Minecraft Game

Foreword

Everyone knows that Optifine's random physical texture function allows a entity to have different stickers/variants. As a material package author, the importance of OptifineTo find alternatives, ETF is naturally one of the excellent alternatives. After experiments, I found that the function of ETF is stronger than Optifine. One of them is the random physical texture that ETF supports MOD creatures.

Tutorial: How to add variants for your favorite mod

We take the ancient relics of the catastrophe MOD as an example (the following texture is the content of the New Cataclysm bag, the author is myself)

First of all, we need a sticker, first let the ancient relics dig for three days of coal mines to get a black ancient bushi.

Then, we want to make the main body of a material bag. Please check Wiki by yourself for the creation of files such as Pack.meta. We mainly talk about the file path. The original file path of the ancient soul sticker is Assets/Cataclysm/Textures/Entity/Ancient_Remnant/Ancient_remnant.PNG, try not to create the original file path in the material package. The original file path is Textures/Entity/Pattern, which is created as Optifine/Random/ENTITY/Poster.In the sub -folder, such as the file path of the ancient soul soul, the new version of the ETF can be read and obtained according to the default file path, but there are problems in some special circumstances (such as the conversion texture of the prehistoric cave creature of Alexcave., Use Optifine/Random/Entity path, but the default path will appear only using the BUG of the second post)

Assets/CataclySm/Optifine/Random/Entity/Ancient_remnant/Ancient_remnant2.png2.png

It can be noted that Ancient_remant follows one after 2, which is the second random text (the first one is the original post).Also, if you want to use the light -emitting texture, _E must be behind the number, such as ancient_remnant2_e.png.

After doing this, pack the zip file, load the material bag, and see the finished product.

In fact, the function of ETF is not only this ordinary random physical texture. You can use the file format file to limit probability, terrain, etc. For details, you can refer to the official texture package.

Some small precautions

Some creatures of Layer will cover a part of the stickers and cannot be used by ETFs as random physical textures. Therefore, when a random physical texture of certain creatures is used, it must be covered with a transparent texture.Cover,

For example, the disaster's luminous texture.

Levitan can replace the light -entered maps in this method.

Properties file

Taking the disaster skeleton dog head as an example, the file and texture of the same folder, named Koboleton.properties

The text is:

skins.2 = 1 2

weights.2 = 3 1

It means that the second set of material lists are [SKIN1 (default material number), SKIN2] The weight distribution corresponds to [3,1] with a probability of 1/(3+1).

In other words, a quarter of the skeleton dog head is used in the second texture.