mirror of
https://github.com/LCE-Hub/Guides.git
synced 2026-09-23 01:12:25 +00:00
196 lines
8.7 KiB
Markdown
196 lines
8.7 KiB
Markdown
# Making Skins/Textures on Minecraft LCE
|
|
Mainly for the Source Code Leak. Written by IveBeenAlone (IBA).
|
|
|
|
# Section 1 - Required Programs
|
|
|
|
Firstly, you are going to **need** the following,
|
|
|
|
- PCK Studio (https://github.com/LCERD/PCK-Studio/releases/latest)
|
|
|
|
Secondly, you will probably want one (or more) of these.
|
|
|
|
- PaintDotNet (or any other art/paint that has transparancy) (https://paint.net/)
|
|
|
|
- Blockbench (if you want custom models) (https://www.blockbench.net/)
|
|
|
|
- Minecraft LCE Toolkit (used for mainly \*.arc files)
|
|
(https://github.com/RhysEvoo/Minecraft-LCE-Toolkit/releases)
|
|
|
|
- JPEXS Decompiler (used to edit swf files that can be found in \*.arc
|
|
files) (https://github.com/jindrapetrik/jpexs-decompiler/releases)
|
|
|
|
- MLCE Texturepack Builder (entirely optional, but recommended if
|
|
making texture packs)
|
|
(https://github.com/romrom83/MLCE-texture-pack-builder/releases)
|
|
|
|
# Section 2 - Basic Skins
|
|
|
|
So, to make a skin (or skin pack), you will want to open your root
|
|
directory, this is where the games .exe file is. If you are using a
|
|
launcher like Emerald and on windows, this will be in
|
|
**`%localappdata%\\com.emerald.legacy\\instances`**.
|
|
You want to navigate to Windows64Media\\DLC, and make a copy of Skin
|
|
Pack 1. You do NOT have to do this if you are replacing skins, but keep
|
|
in mind if you replace a skin, it will only show for you.
|
|
|
|
Once you have made this copy, rename it to whatever you want the Skin
|
|
Pack Display Name to be in game.
|
|
|
|
<img width="1557" height="226" alt="Picture" src="https://github.com/user-attachments/assets/5fe7751f-1688-41ef-b37e-8340e28e4329" />
|
|
|
|
|
|
Once you have done that, open the folder and PCK Studio. You will want
|
|
to drag and drop the copied PCK file onto PCK Studio, or go File \> Open
|
|
and select the copied PCK file. Once you have done that, you will be
|
|
given something that looks like this,
|
|
|
|
<img width="1053" height="654" alt="Picture" src="https://github.com/user-attachments/assets/8f7c2f95-5c76-4c48-88a1-4edcdca2525f" />
|
|
|
|
|
|
As you can see, dlcskin######## are the skins in Skin Pack 1. You can
|
|
click on the files to see the skin texture. But we aren't interested in
|
|
any of that. What we want to do is click one, and hold our delete key
|
|
(or right click > delete) until all but one is gone. Why all but one?
|
|
PCK Studio doesn't update and show newly added files all the time
|
|
otherwise, we will delete the last one once we have made our skin. Once
|
|
we have done that, we want to right click where the skin files used to
|
|
be and select Create > Skin. You will be presented with something like
|
|
this,
|
|
|
|
<img width="476" height="289" alt="Picture" src="https://github.com/user-attachments/assets/8bad446e-af2f-4012-8d29-5a2a5d361a48" />
|
|
|
|
|
|
What you want to do is click "Edit Skin Flags", and UNCHECK "64x64
|
|
Classic Skin". Unless your fork has 64x64 skin support, you WILL have
|
|
to uncheck this!!! (Forks here include Console editions, such as X360.)
|
|
It should look like the following,
|
|
|
|
<img width="629" height="544" alt="Picture" src="https://github.com/user-attachments/assets/d7d13fe4-cc95-4155-83df-a7318bff593a" />
|
|
|
|
|
|
Again, this is to make a basic Steve skin, enable and disable what you
|
|
know your fork supports. If your unsure, you can always try it and
|
|
change it later! Once we have done that, click Save, and that window
|
|
will close. Now, we want to select "Auto-Gen" for our Skin ID, if you
|
|
know how this works, you can skip this and assign your own ID. A quick
|
|
summary is that, every skin has its own unique 8 digit ID. I have
|
|
personally used more than 8 digits, but I do not know if it is safe to
|
|
do so.
|
|
|
|
<img width="484" height="295" alt="Picture" src="https://github.com/user-attachments/assets/eb096bc7-6822-4fdc-9ffa-26d78a62a4c2" />
|
|
|
|
|
|
After selecting Auto-Gen, give your skin a name, and a theme name, These
|
|
will show up here!
|
|
|
|
<img width="721" height="228" alt="Picture" src="https://github.com/user-attachments/assets/e5a15c2c-855d-4264-9329-2c6f0644b9f1" />
|
|
|
|
|
|
Now lastly.. The skin. You are going to want to click anywhere in this
|
|
box and select your skins png file. Remember! If your fork does NOT
|
|
support 64x64 skins, you will have to use a 64x32 skin file.
|
|
|
|
<img width="481" height="292" alt="Picture" src="https://github.com/user-attachments/assets/28add1ab-df9f-418c-b5db-388c5874d7f7" />
|
|
|
|
|
|
In some forks you CAN use higher resolution skins via a loop-hole of
|
|
sorts. Minecraft LCE doesnt look at the size of the skin, it looks at
|
|
ratio, so a 2:1 skin or a 1:1 skin. So you can use a 128x64 skin instead
|
|
of a 64x32 skin. This will NOT give you more model/layers, this will
|
|
just make your skin higher quality.
|
|
|
|
You can also optionally add a cape texture,
|
|
|
|
<img width="264" height="148" alt="Picture" src="https://github.com/user-attachments/assets/188570ab-4032-46e0-a636-75123039f8c3" />
|
|
|
|
|
|
But it's not required. When you've selected your skin of choice, click
|
|
"Create Skin". Repeat this for as many skins as you want to make!
|
|
|
|
When you are done adding your skins, go File > Save As.. And find the
|
|
skin folder we originally copied. We *can* leave the PCK File named
|
|
Skins1.pck, but we should name it something related to the pack itself.
|
|
If you do choose to rename the PCK file, delete the originally copied
|
|
Skins1.pck
|
|
|
|
<img width="725" height="129" alt="Picture" src="https://github.com/user-attachments/assets/eeeb751d-ab40-4052-b86a-0618825db2ee" />
|
|
|
|
|
|
And lastly, boot up LCE and see if it's in the game. If not, make sure
|
|
everything is properly done, as this should have made a working basic
|
|
Steve model skin.
|
|
|
|
# Section 2 - Advanced Skins
|
|
|
|
To make more advanced skins, ones with custom models and such, you will
|
|
want to use Blockbench and make the model/skin file. This is your job to
|
|
include the bbmodel and skin texture I send you neoapps.
|
|
|
|
You don't need the full downloaded version of blockbench, the web
|
|
version works perfectly fine for this. But you *may* want the web
|
|
version if you are making these kind of skins regularly, or porting
|
|
stuff from Bedrock, but that's a kinda different thing. If your able to
|
|
follow this and make a custom skin here, you'll be able to port a
|
|
Bedrock skin by yourself.
|
|
|
|
So, you want to follow Section 1 until you get to the part about
|
|
choosing your skin texture. Instead of doing that, we want to click on
|
|
"Edit Model", and select "Yes"
|
|
|
|
<img width="483" height="287" alt="Picture" src="https://github.com/user-attachments/assets/26814bf0-33ac-4986-af70-8345a73d039a" />
|
|
|
|
|
|
After a moment, we will get this,
|
|
|
|
<img width="890" height="593" alt="Picture" src="https://github.com/user-attachments/assets/ef8fdcf7-f886-4516-915c-16ba41a3d613" />
|
|
|
|
|
|
When this opens, we want to select "Import Skin", like the image above
|
|
shows.
|
|
|
|
When we do PCK Studio will warn us that our work will be lost, but thats
|
|
fine, as there is no work yet. So this is safe to ignore and click on
|
|
Yes. A file selecter window will open up, in the bottom right we want to
|
|
change the selection from PCK Studio Model files, to bbmodel files, as
|
|
well as navigate to your models saved bbmodel file and open it.
|
|
|
|
<img width="483" height="93" alt="Picture" src="https://github.com/user-attachments/assets/e41a6194-0766-4fae-84c0-056f5acf37b2" />
|
|
|
|
|
|
The model *may* appear invisible, I don't know why it does this, but
|
|
hit create anyways. When that's done, follow the rest of the basic skin
|
|
guide. you **may** need to reselect the correct skin flags, or
|
|
depending on your model, enable some to hide its armour or Steve models
|
|
body parts.
|
|
|
|
# Section 3 - Textures (simple)
|
|
|
|
For texture packs, the same idea applies, copy a texture pack folder,
|
|
rename, and open the pck file. What differs however, is how the file is
|
|
made.
|
|
|
|
For this simple methood we are going to use romrom83's
|
|
MLCE-texture-pack-builder. As it's a lot easier and simpler than
|
|
editing a pre-existing pack. You are going to want both the
|
|
template_pack_minecraft_consoles.zip and template_pack_MCLE.zip. Unzip
|
|
these where ever you want them, but keep them close to each other as
|
|
youll need both. Open up the template folder and replace/edit the files
|
|
as you need. You can use Common\\res\\\* to view every texture LCE
|
|
supports, and where they should be. Texture packs do NOT use 1_2_2 or
|
|
TitleUpdate folders. If a texture is in res\\TitleUpdate\\res\\mob, it
|
|
should just be in res\\mob in your texture pack.
|
|
|
|
Once all that is done, open up TexturePackBuilder.exe choose your source
|
|
folder, it should be the one with the README.txt in it. Give your pack a
|
|
name, an ID, and a description, and pick the resolution. Unless you are
|
|
manually making a texture pack (described in Section 4), you are limited
|
|
to 16x or 32x.
|
|
|
|
<img width="499" height="263" alt="Picture" src="https://github.com/user-attachments/assets/0cc2b3aa-4a79-4314-802d-c1faebd1c174" />
|
|
|
|
|
|
When those are filled out, hit Convert! It should make a new folder at
|
|
where ever you put TexturePackBuilder.exe\\output\\\[packname\]. You
|
|
should just be able to now copy the pack name folder into your DLC
|
|
folder. Simple as that!
|