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emissive entity textures
Traben edited this page Feb 8, 2024
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- 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
_ewill be used - Please try and use only the default emissive suffix
_e, it makes things easier for everyone :)
- 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_eby default
(Meaning that the file name should betexture_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
- Enhanced Block Entities (A mod which changes the block entity rendering to block rendering for performance optimizations)
- Player skins support emissive textures, see
player skin features
- 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.pngwill not apply tozombie3.png, butzombie3_e.pngwill.
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
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They:
Block entities will always use this mode unless Iris is installed, due to rendering issues in vanilla |
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