How to make connected textures in Minecraft (Textures are cool!) - Optifine for Noobs: Episode 7
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- Опубліковано 10 гру 2019
- 2020 Update: Please note that this is designed for Minecraft version 1.14.4 with Optifine. I have no idea how to make this work in newer versions and I don't mod Minecraft anymore
If you need help with Minecraft modding please seek help from the Optifine or Blockbench discord channels. I no longer create this type of content:
◆ Optifine: / discord
◆ Blockbench: / discord
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This Minecraft tutorial will teach you about connected textures in Optifine and how to do them for yourself. I also give away the pack shown in this video so you can use it to learn!
◆Resource pack from this video: www.dropbox.com/s/nij5rz1teal...
◆Optifine Docs (check the image folder for the CTM templates): github.com/sp614x/optifine/tr...
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#howtomakecustomminecraft #howtominecraft #minecraft #howto - Ігри
for anyone coming across this now, instead of making an "optifine" folder you need to make a "mcpatcher" folder and put ur ctm folder in that.
I already cannot thank you enough bc I just know that without your comment I would have gotten so lost and probably given up
@@peyton714 glad i could help :)
still applies?
@@bananary6766 nope, now in Optifine folder just create "ctm"
That's great. I didn't realize CTM compact had this feature where it uses parts from multiple textures to create certain parts. I'll have to explore that in the future!
15:44 Well that was kewl! Keep going!
Glad it helped! If there's anything else you'd like me to explore let me know :D
@@MrXuiryusGaming Well, you could try and explore my code for Terrracotta's blockstates: (South only)
{
"variants":
{
"facing=south":
[
{ "model": "terracotta/black/black_glazed_alchimy_1", "weight": 2 },
{ "model": "terracotta/black/black_glazed_alchimy_1", "weight": 2 },
{ "model": "terracotta/black/black_glazed_alchimy_2", "weight": 3 },
{ "model": "terracotta/black/black_glazed_alchimy_3", "weight": 4 },
{ "model": "terracotta/black/black_glazed_alchimy_4", "weight": 5 },
{ "model": "terracotta/black/black_glazed_alchimy_5", "weight": 6 },
{ "model": "terracotta/black/black_glazed_alchimy_6", "weight": 7 },
{ "model": "terracotta/black/black_glazed_alchimy_7", "weight": 8 },
{ "model": "terracotta/black/black_glazed_alchimy_8", "weight": 9 },
{ "model": "terracotta/black/black_glazed_alchimy_9", "weight": 10 },
{ "model": "terracotta/black/black_glazed_alchimy_10", "weight": 11 },
{ "model": "terracotta/black/black_glazed_alchimy_11", "weight": 12 },
{ "model": "terracotta/black/black_glazed_alchimy_12", "weight": 13 }
],
(...)
Now, what this snippet of code does is it puts one of the 12 random models, randomly selected by weight of chunks ingame.
Each set rotates 90°s
Example of "west"
"facing=west":
[
{ "model": "terracotta/black/black_glazed_alchimy_1", "weight": 2, "y": 90 },
So basically... You could do a video that explores the many advanced possibilities of Blockstates! And stuff that isn't normally done, being done.
For example, i really wonder if there is a way to trick minecraft into making a multipart model where there isn't normally... Still clueless. Ha ha...
But there's so much more that can be done with Blockstates when you have the correct syntax!
Another example of stuff normally undone in MC,
A crafting table that is rotated randomly based on chunk weight.
{
"variants": {
"normal": [
{ "model": "workbench/crafting_table_1", "weight": 1 },
{ "model": "workbench/crafting_table_1", "weight": 1, "y": 90 },
{ "model": "workbench/crafting_table_1", "weight": 1, "y": 180 },
{ "model": "workbench/crafting_table_1", "weight": 1, "y": 270 },
{ "model": "workbench/crafting_table_2", "weight": 2 },
{ "model": "workbench/crafting_table_2", "weight": 2, "y": 90 },
{ "model": "workbench/crafting_table_2", "weight": 2, "y": 180 },
{ "model": "workbench/crafting_table_2", "weight": 2, "y": 270 },
{ "model": "workbench/crafting_table_3", "weight": 3 },
{ "model": "workbench/crafting_table_3", "weight": 3, "y": 90 },
{ "model": "workbench/crafting_table_3", "weight": 3, "y": 180 },
{ "model": "workbench/crafting_table_3", "weight": 3, "y": 270 },
{ "model": "workbench/crafting_table_4", "weight": 4 },
{ "model": "workbench/crafting_table_4", "weight": 4, "y": 90 },
{ "model": "workbench/crafting_table_4", "weight": 4, "y": 180 },
{ "model": "workbench/crafting_table_4", "weight": 4, "y": 270 }
]
}
}
In that snippet, each model is repeated 4 times, with each a different degree of rotation.
He never responded 😔
Amazing! Thank you for doing this - I feel like I can tackle adjacent connected textures now. :)
Mipmaps are a way of making textures look smoother at greater distances to reduce noise when moving the camera. You can use the "Mipmap Levels" slider in the video>quality settings to control this effect. If the texture is small, or occurs rarely, there's no need for mipmaps. I hope this helps!
Awesome video and good work! could you make a pack like the one in the description but with all the textures so that all the blocks act the same way?
Is it possible to overlay the ctm method?
still works on current versions, super helpful video!
I would like to ask if there is any way to make the texture change based on the block below or close
Hi, can you make overlay textures (the one you demonstrated with the magma blocks) for variated block textures?
Thanks, these are really helpful
Awesome I'm glad to hear that! :D
I'm having trouble where it can't tell the difference between a vertical log and a horizontal log. is there a way to tell it the difference or exclude a specific block? Its considering a sideways log the same block which is breaking the texture.
I'm trying to make sand go over blocks, but I want the sand to overlay differently on stone bricks, cobblestone, etc. but I'm not sure how to do it.
its not working correctly for me :( the overlays show up but not at the right time, they are randomized
weird
How would I make a repeating texture larger than a single block?
Can I make a connectes beacon beam texture with it? I want to use 9 beacons in a square and the middle beam will be 1 block wide while the other beams are connectes to the middle one. Is it possible and can you show me an example?
This is very helpful and enlightening! I have a question however, I’m using this to give carpets a different texture from just wool which I’ve already got worked out. But what if I was wanting a massive pattern across a number of carpet blocks, I’d assume I’d need to use the 47 method but how would I cut up the base texture so that it creates the pattern seamlessly?
idk if you still need this, however:
when you look at the list of options (6:53), you'll notice the "repeat" method. That's what you should use.
basically: split a large image into sprites, numbered starting from top-left going left to right, top to bottom. then make the properties file like in this video
to make the pattern seamless, just repeat the pattern into a 3x3 grid in whatever drawing program you use, and then fix the seams (make a grid on a separate layer to keep track of the borders)
there are also many programs that either have a "tile mode" or a plugin to do it. If yours doesn't, it might not be the best to use anyways (even piskel has it! settings -> tile mode)
(sorry if i worded something weirdly/wrong, i'm not a native english speaker)
@@thego-dev thank you for the response. I have figured all that out and got everything working long since this comment but thank you though and you did make perfect sense, your English is great hahaha
does anyone know how do i make connected textures for animated blocks, like sea lantern?
how i can use repear
How come then I make textures like this for 1.8.9 every texture I make has red and blue lines in it but with any other back it doesn't do this
Is this possible on bedrock or just java?
i tried using connected textures on a scaffolding but it gets really buggy. what can i do?
Can you make one for custom blocks
Can you help with how to do custom armor models??
Nvm you cant do custom armor models in blockbench
How do I make it so my '0' image is the one in the inventory?
the texture in the optifine folder only applies to the connected texture, you need to put the '0' texture as the one in the block folder and rename it to the block that you made it from :)
i used same code for iron block(ofc i changed some stuff) but didnt work :(
What am I supossed to do now? It doesn't work for 1.19.X
Can you do this on Minecraft pocket addition on tablet? Like just for the glass?
no sorry
tetrisbit oh-
Thank you!
Can you do animation next?
Bro can u make connected clay for bedrock.pls🥺🥺🥺🙏🙏
does this work on 1.8.9?
Is it possible to make something like this on the GUI? For example changing the shape of the item place holder of the hotbar depending on the slot you selected
thanks now i can make cursed chests!
This is very useful for my backrooms texture pack.
I cannot get this to work for some reason
What exactly is the version of this resource pack
Everything In my Minecraft videos was made when 1.14.4 was the latest version. I think it says that in the videos?
Is this texture pack compatible with 1.15.1?
Currently at the time of writing this, no. But when optifine comes out in the weeks or days it should be compatible.
@@cyberzeta3970 4 months later, it is still not out
AHHHH please someone help me but how do I make a properties text file???
On the bedrock edition, this is impossible!😣😣😢😭
because bedrock sucks, and doesnt have the same capabilities
I've yet to do anything with bedrock but I know there are some benefits such as elements being rotated on multiple axis and stuff. Maybe one day I'll try those out :)
Bedrock sucks pig tail
@@Schwagg69 And thats why mojang is making a parity
@@vgane6800 No still that's not getting added they're just adding other stuff not that
I WANT TO KNOW HOW I DO IT AT MINECRAFT BEDROCK
Can this be made with models?
No, only textures/image files.
Can't connect the outer line of water?
(Translator)
normally water has a 32x32 texture, but i dont know why
Now show for us how add support for custom blocks.
it dosen't work for me :( does anyone know why?
Is this any different in 1.8?
Because this doesnt work for me in 1.8 it just uses the defualt textures rather than mine
So, Optifine is required for connected textures? That pretty disappointing, but I still loved this video. Very good tutorial!
no its not required it makes it easier
@@Cookie-wj3kj it is required
Are you able to do this on windows?
@卐 how
@@radioactive5053 the same way
would be sick if we could make 3d armor, like make 3d models to make your armor more personal
If I recall i did try this but found it wasn't possible in vanilla Minecraft. The closest you can get is making a fake 3D look with the 2 layers of armour. (This was in 1.14.4 mind you, who knows what's possible in the latest version!)
@@MrXuiryusGaming ah ok thanks for telling me that. I've been in the process of making a huge cosmetics pack in Minecraft and wanted to know if it was possible. Thank you so much for your videos as well, it is super nice of you to be sharing this info with everyone so they can make their own cool packs
does this work with modded blocks???
it think it will be very hard to find all the file names and do that so i wouldnt know how but you definetly could try
I don't know if you're still interested in an answer (probably not, it's been quite a long time since your comment), but I'll say it anyway, just in case you or anyone else is interested.
Yes, you can definitely do this with modded blocks! I tried it out just to make sure, and it works perfectly fine. Make the "optifine" folder inside the "minecraft" folder, not the folder you can find when you expand the mod file. Even though you'll be using modded blocks for this, it only works when it's in the normal "minecraft" folder in your resource pack. Just make sure to link the right blocks in your .properties file. For example, I was retexturing the framed glass from Quark, so my line went: "matchBlocks=quark:framed_glass quark:framed_glass_pane".
@@estelledusk2930 Thank you so much!
This is the thing :yes the thing :ow the thing men the thing this thing.
optifine for noobs is cool and helps me make stuff
why does soul sand suck
can you make the magma transition but going down?
if theres a grass block with stone on the bottom can you make the bottom of the grass block stone?
ex:
G=grass G (grass gets changed) G (doesnt get changed)
S=stone S any block
File 4 does not work.
It was simply the "fast" setting.
I think Image 4 is being treated like Image 1.
It was simply the "fast" setting.
Next episode
compact ctm didn't work for me and I'm in optifine
If you listened... He said he only did this with 1.14.4
@@ThatOneGuy-rz4vn i found another tutorial did you really think i'd wait 9 months for you to say that
@@z3rocool well it's useful for people in the future to see it
does it work for 1.8 ?
it didnt work for me,
it also did not work for me, but _i have a texture pack with connected textures for 1.8.9,_ however, that pack uses the time consuming method.
Unsure what I'm going to do from here.
is it just me or does this guy sound like mike boyd?
kinda
That's just because they're both scottish/irish
Mcpe?
Minecraft realy does need optifine built in
OwO
Here I go killing again
@@dripfranco we meet again
@Lava Squid Livestream Storage wtf
10:37 5, 6, 12, 13 Uhhh what
вч thє wαч í lєαrn pчthσn :)
Bouncer
"optifine for noobs"
still uses optifine's method to make connected texture
I think optifine is not for noob is just fps and more setting but i like the content
thats not what this is about
*OPTIFINE FOR NOOBS*
We are not noob
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