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emissive entity textures

Traben edited this page Feb 8, 2024 · 2 revisions

💡 Emissive textures

Emissive mobs

OptiFine comparison

  • ETF supports all OptiFine emissive texture resource packs but only does so for entity textures, for emissive block cupport you will need the Continuity mod
  • A custom emissive texture suffix may be set just like OptiFine, see the emissive.properties example.
    • Note, this is optional.
    • If no custom suffix is given _e will be used
    • Please try and use only the default emissive suffix _e, it makes things easier for everyone :)

Documentation:


Details

  • Emissive textures allow parts of an entity's texture to glow / be emissive, as shown in the image above
  • An emissive texture is a seperate overlaying texture for the entity with only the glowing pixels present. (e.g. the red eyes in the zombie pictured above)
  • It is best practise for the emissive texture to match the dimensions of the original texture but not explicitly required
  • Emissive textures must be in the same folder as the texture it is overlaying and must be named like this: texture$.png,
    with $ being the suffix set by the topmost OptiFine format resource pack, which will be _e by default
    (Meaning that the file name should be texture_e.png)
  • Elytra & armour emissives have CIT Resewn mod support and will apply based on the given CIT texture
  • Block entities such as chests, shulker boxes, beds, bells, enchanting table & lectern books support emissive textures with ETF,
    other blocks require Continuity
    • Enhanced Block Entities (A mod which changes the block entity rendering to block rendering for performance optimizations)
      breaks ETF's support for block entities
  • Player skins support emissive textures, see player skin features

Example

Format example
  • The example image above shows red glowing eyes for the texture zombie3.png
  • Emissives are applied after randomised textures and they must contain the same number system as the random files they apply too.
    For example, zombie_e.png will not apply to zombie3.png, but zombie3_e.png will.

Armor trims

Emmisive armor trim textures are defined just like in OptiFine, by adding one of the following material suffixes

to the trim base name: amethyst, copper, diamond, diamond_darker, emerald, gold, gold_darker, iron, iron_darker, lapis, netherite, netherite_darker, quartz, redstone.

For example:

textures/trims/models/armor/coast_amethyst_e.png, textures/trims/models/armor/host_iron_darker_e.png, textures/trims/models/armor/dune_leggings_netherite_e.png

You can also add a copy of the non emissive texture present in the same path to override that trim.

For example:

textures/trims/models/armor/coast_amethyst.png, textures/trims/models/armor/host_iron_darker.png, textures/trims/models/armor/dune_leggings_netherite.png

Emissive rendering modes

Dull Emmisives [default]

Dull Emissives

They:

  • Are just like OptiFine emissives
  • Are not overly bright in sunlight
  • Have directional light shading (sides are shaded differently)
  • Have an upper brightness limit more inline with typical entity rendering
  • Are expected to be more stable with certain shaders

Block entities will always use this mode unless Iris is installed, due to rendering issues in vanilla

Bright Emissives

Bright Emissives

They:

  • Are brighter than OptiFine emissives
  • Are noticeably bright in sunlight and can look out of style with vanilla
  • Typically, have more bloom with shaders
  • Have global illumination and do not shade differently over the model
  • Are brighter than the default Dull Emissives
  • More likely to break with certain shaders enabled