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mcpatcher / Random_Mobs(Fixed This Page By:OktayYeniTR)

-## Random mob textures

-This feature allows you to create alternate appearances for each mob type and -let the game randomly choose one each time a mob spawns. Alternates can be -given varying probabilities to make rare "easter-egg" mobs. They can also be -grouped by biome and depth to create snow-, desert-, or cave-themed mobs. - -Randomization of horse textures is not supported, due to the way Minecraft -blends multiple textures together for horses (a sort of Random Mobs-like effect -in vanilla). - -## Simple randomization - -Randomizing mob textures is easy. First, find the vanilla texture of the mob -you want to randomize. Replace assets/minecraft/textures/entity/ with -assets/minecraft/mcpatcher/mob/ in the path and add a number to the filename -starting at 2. - -The first alternate creeper texture is - -> assets/minecraft/mcpatcher/mob/creeper/creeper2.png - -With just this texture, the game will use the vanilla creeper.png for 50% of -creepers than spawn and your alternate creeper2.png for the other 50%. - -Be sure to preserve subfolders under the entity/ folder! Compare the bolded -parts below: - -> Creeper:
-> assets/minecraft/textures/entity/creeper/creeper.png
-> assets/minecraft/mcpatcher/mob/creeper/creeper2.png
-> assets/minecraft/mcpatcher/mob/creeper/creeper3.png
-> assets/minecraft/mcpatcher/mob/creeper/creeper4.png
-> etc.
->
-> WRONG! WILL NOT WORK:
-> assets/minecraft/mcpatcher/mob/creeper2.png
->
-> Chicken:
-> assets/minecraft/textures/entity/chicken.png
-> assets/minecraft/mcpatcher/mob/chicken2.png
-> assets/minecraft/mcpatcher/mob/chicken3.png
-> assets/minecraft/mcpatcher/mob/chicken4.png
-> etc.
- -## Auxillary mob textures - -Some mobs have multiple textures. For example the spider_eyes texture is -separate from the main spider skin. Wolves have normal, angry, and tame -textures. Other sets of related textures are: - - creeper, creeper_armor - dragon, dragon_eyes - enderman, enderman_eyes - ghast, ghast_shooting - sheep, sheep_fur - spider, spider_eyes - wither, wither_armor, wither_invulnerable - wolf, wolf_angry, wolf_tame, wolf_collar - -There are several ways to handle this. - -1. Provide multiple base skins and only one eyes texture. All mobs of that -type will have the same eyes. If your eye texture is generic enough, this may -be a viable option. - -2. Provide matching textures in equal numbers. If you have the same number -of wolf, wolf_angry, and wolf_tame textures, for example, MCPatcher is -guaranteed to use the corresponding skin whenever the wolf changes moods. - -3. Provide different numbers of each releated texture. This is probably not -what you want as the results are highly unpredictable, but it could be useful -if you have multiple base skins and multiple eye textures that look good in any -combination. - -## Other overlay textures - -Certain mobs also use fixed block textures. Mooshrooms use the red mushroom -textures on their backs, and snowmen wear pumpkins on their heads. MCPatcher -offers the ability to customize both of these textures. Multiple alternate -replacement textures can be used and they will be randomized as any other -auxillary mob texture. - -> Mooshroom:
-> assets/minecraft/mcpatcher/mob/cow/mooshroom_overlay.png
-> assets/minecraft/mcpatcher/mob/cow/mooshroom_overlay2.png
-> assets/minecraft/mcpatcher/mob/cow/mooshroom_overlay3.png
-> etc.
->
-> Snowman:
-> assets/minecraft/mcpatcher/mob/snowman_overlay.png
-> assets/minecraft/mcpatcher/mob/snowman_overlay2.png
-> assets/minecraft/mcpatcher/mob/snowman_overlay3.png
-> etc.
- -These textures use a special layout to fit their respective character models. - -The mooshroom overlay consists of three square panels, one for each mushroom on -the cow's back from head to tail. Each panel is rendered as a "crossed square" -similar to mushrooms growing in the world. Template: - - - -The snowman overlay is a simple cube with the sides arranged like this: - - - -One option is to have a completely blank snowman_overlay.png and do all the -customization on the base snowman.png textures instead. - -## Biome/depth rules and rarity - -So far you are able to create a set of alternate textures and have the game -choose one at random with equal probability. MCPatcher additionally allows you -to make certain textures rarer than others or limit them to certain areas of -the world by using a properties file. There is one properties file per mob -type, using the name of the vanilla texture but in the mcpatcher directory: - -> Creeper:
-> assets/minecraft/mcpatcher/mob/creeper/creeper.properties
->
-> Chicken:
-> assets/minecraft/mcpatcher/mob/chicken.properties
- -Again, parallel the vanilla folder structure or the properties file will have -no effect. If no properties file is present for a mob, then all available -textures are used equally for that type. - -Mobs with multiple textures will use the properties file for the base texture. -In other words, you do not need to create wolf.properties, -wolf_tame.properties, and wolf_angry.properties. Just wolf.properties will -work for all three, provided you have the same number of textures for each. -Similarly for *_eyes, and *_overlay, and others. - -## Properties file format (Template) - -The file consists of a sequence of rules, numbered from 1. Each rule specifies -a list of mob skins to use and one or more conditions under which to use them. -The first rule that matches wins, so put more specific rules first and then -generic ones toward the end. If no rule matches, the default texture (e.g., -creeper.png) is used. - -In each description below, replace <n> with the rule number. - -### (Required) Range of mob skins to use - --skins.<n>=<list of mob skins to use> - - -List only the numbers, either individually or as ranges, e.g., skins.1=1 2 5-8 10. - -### (Optional) Rarity - --weights.<n>=<same-sized list of weights> - - -You must provide as many weights as you did skins in the skins property. Each -skin will have a probability of its weight divided by the sum of all weights, so -lower-weighted skins are more rare. The weights are relative; they do not have -to total 100 or any other particular value. - -### (Optional) Biomes - --biomes.<n>=<biome list> - - -List of biomes, separated by commas, where this rule applies. See -Minecraft wiki for a list. -A mob's spawn point (single player) or where it is first seen by the client -(multiplayer) determines its biome. - -### (Optional) Height range - --minHeight.<n>=<y value> -maxHeight.<n>=<y value> - - -Specifies a range of y values in the world where these skins should be used. 0 -<= minHeight <= maxHeight or the rule is ignored. A mob's spawn point -(single player) or where it is first seen by the client (multiplayer) is used -here.

Updated