Beer Posted July 13, 2012 Share Posted July 13, 2012 If you're going to make a texture pack, you're going to fuck around with the terrain.png file. If you're not a graphic artist and have the skills of a twelve eighty year old, like me, you have no idea what you're doing. I found this nifty map over on MC Forums that gives you a pretty detailed guide on what each texture does, if it does anything, to help you work your way through the terrain.png. Terrain.png: Row 0: 00 = Grass top (see 'Biome Shading') 01 = Smooth stone 02 = Dirt 03 = Side-dirt. The grass fringe only appears the color it is here when graphics mode is set to 'fast'. On 'fancy' graphics, the sides of grass blocks are made from the side-dirt block overlaid with biome sidegrass (26). 04 = Wooden planks 05 = Doubled stone slab side. The side of a single stone slab takes on the texture of the top half of this block. 06 = Stone slab top 07 = Bricks 08 = Tnt side 09 = Tnt top 0A = Tnt bottom 0B = Spider web 0C = Red flower 0D = Yellow flower 0E = Portal animation place-holder *Appears to do nothing as of 1.9* 0F = Oak Sapling Row 1: 10 = Cobblestone 11 = Bedrock 12 = Sand 13 = Gravel 14 = Oak trunk 15 = Log top (appears for all types of tree trunks) 16 = Iron block 17 = Gold block 18 = Diamond block 19 = Chest top *only appears in-game for 1.7.3 and below* 1A = Chest side *only appears in-game for 1.7.3 and below* 1B = Small chest front *only appears in-game for 1.7.3 and below* 1C = Red mushroom 1D = Brown mushroom 1E = Jungle tree sapling 1F = Fire animation placeholder *appears when HD patch is not used for 32x and above* Row 2: 20 = Gold ore 21 = Iron ore 22 = Coal ore 23 = Bookshelf 24 = Mossy cobble 25 = Obsidian 26 = Biome sidegrass (see 'Biome Shading') 27 = Long grass (see 'Biome Shading') 28 = XCF = Large chest front *only appears in-game for 1.7.3 and below* 2B = Crafting box top 2C = Furnace front (un-lit) 2D = Furnace/dispenser side 2E = Dispenser front 2F = Fire animation placeholder *appears when HD patch is not used for 32x and above* Row 3: 30 = Sponge (only available in creative mode) 31 = Glass/glass panes 32 = Diamond ore 33 = Redstone ore 34 = Leaves (on fancy graphics) 35 = Leaves (on fast graphics-- no transparency to reduce lag) 36 = Stone brick 37 = Dead shrub 38 = Long grass 2 XCB = Large Chest back *only appears in-game for 1.7.3 and below* 3B = Crafting box side 1 3C = Crafting box side 2 3D = Furnace front (lit) 3E = Furnace/dispenser top/bottom 3F = Pine sapling Row 4: 40 = White wool 41 = Monster spawner 42 = Snow (used for solid snow blocks as well as the layer of snow covering other blocks) 43 = Ice 44 = Snowy side dirt (NOT biome shaded-- will always appear the same) 45 = Cactus top *The main body of the cactus (minus the spikes) must always end exactly 1 pixel (or equivalent) away from each edge, or the texture will appear to 'overhang' the sides. 46 = Cactus side *The main body of the cactus (minus the spikes) must always end exactly 1 pixel (or equivalent) away from each edge, or the texture will appear to 'overhang' the sides. 47 = Cactus inside (invisible) 48 = Clay 49 = Reeds 4A = Noteblock/ Jukebox side 4B = Jukebox top 4C = Lily pad 4D = Mushroom biome sidedirt (NOT biome shaded) 4E = Mushroom biome grass (NOT biome shaded) 4F = Birch sapling Row 5: 50 = Torch *Must be at least 2 pixels wide (or equivalent-- 4px for 32x, 8px for 64x, etc). Flames are generated separately. YW = Wooden door YI = Iron door 53 = Ladder 54 = Trapdoor 55 = Iron bars 56 = Wet farmland 57 = Dry farmland 58/59/5A/5B/5C/5D/5E/5F = Growing wheat. Planted seeds take on the first texture in the sequence (58) and advanced through the textures over time until they are fully grown (5F). Row 6: 60 = Lever *Must be at least 2 pixels wide (or equivalent-- 4px for 32x, 8px for 64x, etc) 63 = Redstone torch (On) *Must be at least 2 pixels wide (or equivalent-- 4px for 32x, 8px for 64x, etc) 64 = Mossy stone brick 65 = Cracked stone brick 66 = Top/bottom of pumpkin 67 = Netherrack 68 = Soulsand 69 = Glowstone 6A = Sticky piston face 6B = Regular Piston face 6C = Piston side 6D = Piston bottom 6E = Piston front (arm extends through the center) 6F = Growing pumpkin/melon vine. Extends up out of the ground as it goes-- unlike wheat, the texture itself does not change over time. (see 'Biome Shading') Row 7: 70 = Curved minecart rail 71 = Black wook 72 = Dark gray wool 73 = Redstone torch (off) *Must be at least 2 pixels wide (or equivalent-- 4px for 32x, 8px for 64x, etc) 74 = Pine bark 75 = Birch bark 76 = Pumpkin side 77 = Pumpkin front (unlit) 78 = Pumpkin front (lit) 79 = Cake top *Must always end exactly 1 pixel (or equivalent) away from each edge, or the texture will appear to 'overhang' the sides. 7A = Cake side *Must always end exactly 1 pixel (or equivalent) away from each edge. 7B = Cake inside (visible after being eaten). *Must always end exactly 1 pixel (or equivalent) away from each edge. 7C = Cake bottom *Must always end exactly 1 pixel (or equivalent) away from each edge, or the texture will appear to 'overhang' the sides. 7D = Giant red mushroom cap (outer faces) 7E = Giant brown mushroom cap (outer faces) 7F = Fully grown pumpkin/melon vine. Attaches to the side of the pumpkin/melon. (see 'Biome Shading') Row 8: 80 = Minecart rails 81 = Red wool 82 = Pink wool 83 = Redstone repeater (unpowered) 84 = Pine needles (on fancy graphics) 85 = Pine needles (on fast graphics-- no transparency to reduce lag) XBT = Bed top 88 = Melon side 89 = Melon top/bottom 8A = Cauldron, top (Rim) 8B = Cauldron, inside bottom/bottom 8C = Cake icon (as seen when held in your hand). Must be edited on the items png-- editing the texture here as no effect whatsoever. 8D = Giant mushroom stem 8E = Giant mushroom gills-- appears on the inside faces of the caps and inside the stem. 8F = Vines (see 'Biome Shading') Row 9: 90 = Lapiz lazuli block 91 = Dark green wool 92 = Light green wool 93 = Redstone repeater (powered) 94 = Glass pane edge 95 = Bed foot XBS = Bed side 98 = Bed head 99 = Jungle tree log 9A = Cauldron side 9B = Cauldron 'feet' 9C = Brewing stand base 9D = Brewing stand (left side used when potion is attached, right side when potion is not attached) 9E = Ender portal top (ender portal 'eye' inserted into center) 9F = Ender portal side Row 10: A0 = Lapiz lazuli ore A1 = Brown wool A2 = Yellow wool A3 = Booster rail (unpowered) XRT = Redstone trail (glowing)-- 'shaded' with red, much like biome textures. Appears a brighter red when powered, although the exact shade of red is determined by how dark or light this texture is (white texture = brightest red, gray texture = duller red) A6 = Enchanting table top A7 = Dragon egg AE = Ender portal 'eye' (inserted into portal block) AF = White stone/Ender portal bottom Row 11: B0 = Sandstone top B1 = Dark blue wool B2 = Light blue wool B3 = Booster rail (powered) XRS = Redstone trail (non-glowing)-- NOT shaded with red. This texture overlaid on top of the glowing redstone trail (XRT), enabling redstone wires that have both glowing parts and non-glowing parts. B6 = Enchanting table side B7 = Enchanting table bottom Row 12: C0 = Sandstone side C1 = Purple wool C2 = Magenta wool C3 = Detector rail C4 = Jungle tree leaves (fancy graphics) C5 = Jungle tree leaves (fast graphics) C6 = Pine planks (made from pine logs) C7 = Jungle planks (made from jungle logs) WT = Water Row 13: D0 = Sandstone bottom D1 = Cyan wool D2 = Orange wool D3 = Glowstone lamp (off state) D4 = Glowstone lamp (on state) D5 = Cirlce stone (only available in creative mode) D6 = Birch planks (made from birch logs) E0 = Nether brick E1 = Light gray wool E2/E3/E4 = Growing nether wort. E5 = Hieroglyphic Sandstone E6 = Smooth Sandstone LA = Lava Row 14: F0/F1/F2/F3/F4/F5/F6/F7/F8/F9 = Breaking animation. Progresses from left to right as the block is struck. FA = Currently unknown FB = Currently unknown FC = Currently unknown FD = Currently unknown Source: Steelfeathers. "The All-Inclusive Guide to Texturing." Minecraft Forum. N.p., n.d. Web. 13 July 2012. <http://www.minecraftforum.net/topic/659230-the-all-inclusive-guide-to-texturing/>. Disclaimer: I did not make this. This was contained in a post by some guy named Steelfeathers who is a sectional moderator over on the Minecraft Forums that drafted a much more complex texturing guide. I reposted this part here because I caught the swine flu looking through MCForums. Bear in mind I have cited my source and am not using the entire post. This is a legitimate source citing so if you're going to get all up in my stuff about stealing, you can go fuck yourself. Link to comment Share on other sites More sharing options...
BurningCake Posted July 15, 2012 Share Posted July 15, 2012 Thanks for posting this Beer. EDIT: This should probably get a sticky if you ask me. Link to comment Share on other sites More sharing options...
Beer Posted July 15, 2012 Author Share Posted July 15, 2012 This forum doesn't get a lot of posts, so I'm not concerned about it right now. But in the event it gets lost, I may ask to have it stickied. For now, it's where it can be found. Link to comment Share on other sites More sharing options...
BuccaneerRex Posted July 17, 2012 Share Posted July 17, 2012 FA-FD: If I recall correctly, this was to be a particle effect/border for NPC villages. Link to comment Share on other sites More sharing options...
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