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LCE-Hub-Guides/Skin Packs and Texture Packs.md
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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,

Secondly, you will probably want one (or more) of these.

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.

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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,

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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,

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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,

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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.

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After selecting Auto-Gen, give your skin a name, and a theme name, These will show up here!

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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.

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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,

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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

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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. Or use the template bbmodel

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"

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After a moment, we will get this,

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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.

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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.

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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!

Section 4 - Textures (Advanced)

(Note, LCE really does NOT like insanely high resolution packs)

So, you want textures higher than 16x or 32x? Bold you are. To do this, were gonna make a copy of a base texture pack, like Candy pack, and rename your folder to whatever you want your pack name to be. You want to go into Data\ and rename x16Data.pck/x32Data.pck to x[number]Data.pck. So if you are making a 64x64 pack, it should be x64Data.pck.

Now, open TexturePack.pck in PCK Studio, youll notice you have x16 or x32, and inside that folder is a x[number]Info.pck. You WILL want to extract that pck file, like so

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And store it somewhere youll be able to find it again. You want to open that pck file in PCK Studio, and replace the icon and comparison pngs. You may want to wait on the comparison until you have the pack in game to get the proper screenshot. One you do replace them, go File > Save, and replace the original one in TexturePack.pck. And save TexturePack.pck as well. Now, here's the annoying-ish part. You want to open the Data\x[number]Data.pck. You want to replace all of the images in here with higher resolution ones, then save.