Tutorial:Creating a resource pack
Reason: Update to 1.21.5
Preface
Resource packs allow users to include files that can modify or add custom textures, models, animations, music, sounds, user interfaces, and languages that change the way some things in Minecraft behave or look.
What NOT to do
There are some things that you should NOT do when creating a resource pack / texture packs, which includes but is not limited to:
- Anything that violates the Minecraft EULA.
- Release files that allow users to play a release of Minecraft without having purchased it from Mojang.
- Release the decompiled source code of Minecraft in any way.
In any case, you should always follow the Terms and Conditions on the Mojang Studios website.
Getting started
Making a resource pack
Minecraft has a unique mechanic that allows for text and media files to be added to the game files that allow for everything from custom block textures and models to custom credits and sound events. This tutorial is meant to help with setting up the file systems in order to implement them. Since the files are essentially code, there are technical rules for how to format files and certain things may change from version to version. As such, what is written in this tutorial may not apply to every situation, but in the case where the difference is significant and specific, it provides a framework on the changes needed for different versions.
This tutorial is geared towards 1.21.4. It may be compatible with another version, but compatibility is not guaranteed.
Tools
Creating custom files for Minecraft, whether in the forms of resource/data packs or mods, is somewhat technical and can be difficult. There are many rules that must be followed in order for add-ons to work correctly, most notably how the files are formatted. There are many tools that can help mitigate these issues, some of which are listed here.
File archiver
To access the base assets of Minecraft to edit textures, models, or sounds, a file archiver is needed. 7-Zip or WinRAR are suggested. MacOS has a built-in file archiver called "Archive Utility" that can be used, but if an alternative is wanted, The Unarchiver also works.
Editor
Making a resource pack involves creating JSON text files, which can be tricky to use and format correctly, especially for people who have never had any contact with this format before, and are coming across it for the first time while trying to create resources for Minecraft. Fortunately, for the user's convenience, many file editors assist with formatting these files and making sure proper syntax is used. Here are some suggestions:
- Notepad++ - A very lightweight and text editor for Windows, very easy to use
- Visual Studio Code – More complex code editor better suited for those who have experience with working in such editors
- jsonformatter.org – a web application for JSON formatting
Audio editor
In order to add sound files, you must put it in the proper format (.ogg). While this can be done using one of numerous sites online, an audio editor program is suggested to allow customizing or trimming of audio files. Audacity is one of the most popular audio editors.
Image editor/3D modeling tool
To add textures or custom models, it is suggested to use a modeling program that allows for a visual-based editing system. Like with audio conversion websites, there are many online tools, though a common recommended program is Blockbench. Most image editors suffice to modify textures, but it is recommended to use an editor that supports transparency such as paint.net or https://pixlr.com/ so that you may add transparent pixels to textures.
Creating a resource pack
All the resources and instructions in a pack reside in the pack folder, which lives in the "resourcepacks" directory.
In versions 1.11 and higher, all file names within a resource pack should use lowercase letters only.
Creating the folder
Folder structure
A resource pack needs to follow a specific folder structure. Every content in your resource pack has its own place.
/
<resource pack name>
pack.mcmeta: Metadata of the resource pack. This is the only mandatory file.
pack.png: The picture to display next to the resource pack in the resource pack selection screen in game.
assets
icons
<namespace>: Folder of the namespace to use. More than one directory for different namespaces may exist.
Creating a pack.mcmeta file

To create this file, right click within your resource pack folder and create a new text document. Name this file pack.mcmeta
.
Note: Make sure that the file extension is .mcmeta
and not .txt
when you rename it, as otherwise the resource pack will not be readable by Minecraft! You may be warned that changing a file name extension could make the file unusable. However, this actually indicates that you have renamed the pack.mcmeta
file correctly.
If you cannot see file extensions, you will have to turn them on. For Windows 11, you can turn them on by open the "View" dropdown menu, then hover over the "Show" option, then turn on the "File name extensions" option. For Windows 10, you can turn them on by going to the View menu of the file explorer and checking the check box for file name extensions. For Windows beneath Windows 10, you can uncheck "hide extensions" in folder settings. On almost all MacOS versions, you can right-click the file and click "Get info" to see the extension and also make it visible.
Formatting pack.mcmeta
Open pack.mcmeta
in the text editor of your choice and type or copy and paste the following:
{
"pack": {
"description": "This is the description of your resource pack",
"pack_format": 55,
}
}
Be very careful not to forget any braces {}
, commas ,
, colons :
, quotation marks ""
, or square brackets []
. Missing one of these can lead to your resource pack not being readable by Minecraft.
Description
The text following description
is required and displayed in game under the pack title in the resource pack selection screen, and must be enclosed in quotation marks ""
. If you wish to use special characters, you can enter the Unicode code for the character in the format \u####
, where ####
is the Unicode hex code for the character. Say you want to use the letter ß, which has code U+00DF
. Inside the description you would type \u00DF
. Make sure that you are using the correct slash, or it may not work. A list of Unicode codes can be found here. Note: Only the characters 0000–FFFF (Basic Multilingual Plane) are supported.[citation needed]
Pack format
The number next to pack_format
is required and tells Minecraft what release the resource pack is designed for. All valid resource pack formats with their corresponding Java Edition versions that can be used for this pack_format
property are presented in the table below.
Starting with Minecraft 1.20.2, in addition to this property, a resource pack can also specify a range of pack formats it is compatible with. For more information on this topic, see the "Pack format range" section.
Pack format range (optional)
The supported_formats
property introduced in Minecraft 1.20.2 is optional and was designed to be used to specify a range of pack formats that the resource pack is compatible with, something that was not possible with the legacy pack_format
property. All valid resource pack formats with their corresponding Java Edition versions that can be used for this supported_formats
property are presented in the table below.
This property can be represented in one of the following three forms:
- a single number (example:
18
) - a list that contains two numbers, where the first one denotes the start of the range and the second one the end, both inclusive (example:
[18, 46]
) - an object that contains two children —
min_inclusive
andmax_inclusive
— to specify the start and end of the range, similarly to the list above (example:{ "min_inclusive": 18, "max_inclusive": 46 }
).
Note: Even though this property somewhat replaces pack_format
, the latter is still required and has to be specified in order for the resource pack to be read correctly by Minecraft. Also, if supported_formats
is present, it must contain the value declared in pack_format
.
Value | Versions | Releases | [hide]Significant/Breaking Changes | ||
---|---|---|---|---|---|
From | To | From | To | ||
1 | 1.8.9 | 1.8.9 | First implementation of the resource pack system. See Java Edition 1.6.1/Resource pack changes for the list of file names changed. | ||
2 | 1.10.2 | 1.10.2 | Changes in the model system, such as item tags, multipart, and changes to display tags. | ||
3 | 17w47b | 1.12.2 | Now requires lowercase file names for all files in the resource pack. | ||
4 | 19w46b | 1.14.4 | Most of the block and item textures have been renamed. See Java Edition 1.13/Resource pack changes for the list of file names changed. The resource pack folder textures/blocks got renamed to textures/block .The resource pack folder textures/items got renamed to textures/item . | ||
5 | 1.16.2-pre3 | 1.16.1 | Changed texture mappings with all chests, banner and shield patterns now use alpha channels. The ender dragon no longer has a separate texture for the bottom of its wing. The glint texture for enchanted items now appears like it does in-game. The game now supports conversion with some of version 4 resource packs' outdated textures to the newer ones. Increased the size limit for the client-side downloading of resource packs from 50 MB to 100 MB. | ||
6 | 1.16.5 | 1.16.5 | Fixed MC-197275 — Due to changes to walls, pack_format: 5 is no longer cross-compatible between 1.15 and 1.16. | ||
7 | 21w38a | 1.17.1 | Drowned texture mirroring has changed, Grass path has been renamed to dirt path. Slots for the game mode selector are now 26 pixels instead of 25. | ||
8 | 1.18.2 | 1.18.2 | inventory.png now contains an extra sprite for a thin-layout version of the effect list in the inventory. | ||
9 | 1.19.2 | 1.19.2 | Resource pack can have a filter section in pack.mcmeta now. | ||
11 | 22w44a | – | Removed "fixers" for resource packs with a pack_format value of 3 and 4 (pre-flattening);the game will no longer try to adapt packs with those values to the current version. | ||
12 | 23w07a | The model and textures of the vex have been updated. tabs.png is now skinnier by 2 pixels, with the 7th tab being added to it. Resource packs can have configuration files now, located in the new atlases directory, that control which images are included in the atlases. Block and item textures are now loaded before they are processed by block and item models. | |||
13 | 23w13a | The enchantment glint now has two separate texture files: enchanted_glint_entity.png and enchanted_glint_item.png .The former smithing table GUI texture has been renamed to legacy_smithing.png in preparations for Java Edition 1.20, where the new smithing GUI texture is named as smithing.png instead, superseding the previous, similarly-named texture. | |||
14 | 23w16a | – | Updated the sprite layout of minecraft.png and invite_icon.png . minecraft.png logo has been reworked to be high quality and is no longer split across 2 rows. | ||
15 | 1.20.1 | 1.20.1 | legacy_unicode glyph provider has been removed. Bitmaps used by uniform font have been removed.uniform font has been updated to use Unifont 15.0.01, where it changes shape of multiple characters, while also adding support for new ones, and combining characters no longer include circle overlayed over them. Added second level of organization of entries in credits.json on top of titles , called disciplines . | ||
16 | – | Pack metadata now includes an optional field supported_formats which describes a range for pack formats that this pack supports. Packs can now contain overlay directories ("overlays"). | |||
17 | 1.20.2-pre1 | – | The text field background is now a nine-sliced sprite at widget/text_field , and widget/text_field_highlighted . The scroll bar in lists and text fields is now a nine-sliced sprite at widget/scroller . Added new village structure icons to map_icons.png . | ||
18 | 23w41a | ||||
19 | – | Added block model, item model and block state definitions for Crafter. Associated GUI slot texture and sprites have also been added as well. | |||
20 | 23w44a | – | The bat has a new model, resulting the texture mappings for bat.png to be changed. | ||
21 | 23w46a | – | Now support only .png files for textures. | ||
22 | 23w51b | 1.20.4 | Renamed grass block and item to short_grass . | ||
24 | 24w04a | – | |||
25 | 24w05b | – | |||
26 | 24w07a | – | |||
28 | 24w10a | – | |||
29 | – | ||||
30 | – | ||||
31 | 1.20.5-pre3 | – | |||
32 | 1.20.6 | 1.20.6 | The shift in TTF glyph providers is now restricted to the range [-512; 512] . | ||
33 | 24w20a | – | |||
34 | 1.21.1 | 1.21.1 | Added the block.vault.reject_rewarded_player sound event. | ||
35 | – | Changed shaders and post-process effects. | |||
36 | 24w35a | – | Changed shader and post-process effect definitions and imports. | ||
37 | – | Introduced equipment models and more customizable tooltips. | |||
38 | – | Added GUI Sprite of the highlighted slots. | |||
39 | 24w39a | – | Added Bundle variants and changed torch models. | ||
40 | – | Increased to support the new experimental changes. | |||
41 | 1.21.2-pre2 | – | Added texture for empty air bubble and sound for when air bubble pops. | ||
42 | 1.21.3 | 1.21.3 | Added texture for bundle slot background. | ||
43 | – | Added resin, eyeblossoms, and changes some GUI sprites and magma cube texture layout with UV mapping. | |||
44 | – | Adds new format for data-driven item models. | |||
45 | – | All blocks that previously rendered only block entity will now also render normal block model over it. | |||
46 | 1.21.4 | Added a way to suppress first-person hand animation on item change for specific models. | |||
47 | – | Added wildflowers, falling leaves, and new pig textures. | |||
48 | – | Changed the size of the pig_saddle texture and added new equipment layer to pigs and striders. | |||
49 | – | Changed item model components. | |||
50 | – | Added new cow variants and new bush blocks. | |||
51 | – | Added new chicken textures, new eggs, cactus flower, and tall and short dry grass. | |||
52 | – | Updated mooshroom model, removed shader program definitions for core shaders and post-processing effects as JSON files, and updated item rendering. | |||
53 | 25w09b | – | Updated spawn egg textures, removed spawn_egg.png and spawn_egg_overlay.png, added an undercoat texture to sheep, and changed wolf sounds. | ||
54 | – | Renamed misc/enchanted_glint_entity.png to misc/enchanted_glint_armor.png , and "global" uniforms may now be defined in any shader and the game will attempt to fill it. | |||
55 | 1.21.5 | Tweaked leaf litter model. | |||
56 | – | The game will now consistently respect blur texture parameter in .png.mcmeta files. |
Pack icon
If an icon is not specified, a generic cobblestone icon appears next to the resource pack in the resource pack selection screen in game. If you would like to use your own pack icon instead, you need to name it pack.png
and place it inside your resource pack folder right next to the pack.mcmeta
file.
The file must be in the PNG format in any resolution and with a 1:1 aspect ratio (in other words, square-shaped), but a resolution of 128×128 px is recommended, as this is what Mojang itself uses in the default built-in resource and data packs.
Testing your pack

At this point, you can test if the pack is formatted correctly by putting it in the game! To do this you must place your resource pack folder in the Minecraft pack folder. You can access it by selecting "Options", then "Resource Packs", then "Open Pack Folder", or you can navigate to it from your file browser:
- For Windows, right click on the start button → run → type in %appdata% → .minecraft → resourcepacks
- For MacOS, go to Library → Application Support → minecraft → resourcepacks
- For Linux, go to ~/.minecraft/resourcepacks (/home/<username>/.minecraft/resourcepacks)
Once you have the folder open, you can drag your custom pack folder and drop it in.
If you have formatted the files correctly, you should see your resource pack appear in the menu.
Troubleshooting
If you don't see your pack in the list, make sure your pack.mcmeta
file is correct and saved in the folder. Look for any missing braces {}
, commas ,
, colons :
, quotation marks ""
, or square brackets []
. Remember that for each open brace, quotation, or square bracket, you must have a closing brace, quotation, or square bracket.
Adding content
Structuring the assets folder
Now that you have your resource pack set up, you can start adding content to it. You add most files into a subfolder called assets
. Simply create a new folder inside your resource pack folder named assets
. This, pack.mcmeta
, and pack.png
should be the only files located directly in your parent resource pack folder. Any other resource files must be located somewhere in assets
or they won't be read by Minecraft.
Adding a namespace folder
Next, inside your assets folder are your namespace folders. These help separate the files in your resource pack so that there is no confusion between which files are located where. If you plan on modifying or replacing vanilla resources, those files would go into the minecraft
namespace folder. Custom additions should go in your own namespace folder, which for this tutorial is named custom
. In the future, you should use a significant or unique namespace so that there isn't a possibility of other resource packs confusing which files belong where when multiple packs are loaded.
Accessing the vanilla resources
If you plan on editing multiple resources, or to help ease of access, you may want to save a copy of the vanilla resources in an accessible location in case some things rely on other files within the directory. To do this, you need to navigate to the vanilla resources file by opening the versions
folder inside the .minecraft
directory. You should see a list of numbered folders, which correspond to versions that you've loaded or used in the past. Open the folder corresponding to the version you want for your resource pack (in this tutorial it would be 1.21.4) and extract the JAR file located inside, which can be done by right clicking the file and selecting a file archiver from the "Open With" option. You may want to save this in an accessible location for future reference, as certain tasks such as modifying block models require textures in addition to the model files. If you do not have a program that can open .jar files simply change the extension from .jar to .zip.
Modifying an entity's texture
This section goes through the process of modifying a texture, using the creeper texture as an example.
Finding the vanilla texture
First, you need the vanilla resource to get the texture you want to edit. This is located in the extracted version folder that was created in the previous section. In the extracted folder, navigate to assets
→minecraft
→textures
→entity
→creeper
where you can find creeper.png
. Save a duplicate of this file somewhere accessible or keep the folder window open during the next few steps.

Next you'll need to replicate the folder structure of the vanilla pack within your resource pack, which lets Minecraft know to use the texture. Since we are modifying a default texture, this is in the minecraft
subfolder of our assets
folder. Within the minecraft
folder of your resource pack, do the following:
- Inside
minecraft
, create a folder calledtextures
. - Inside
textures
, create a folder calledentity
. - Inside
entity
, create a folder calledcreeper
. - Copy the creeper texture from the vanilla resource pack into your newly created
creeper
folder.
Now that you have the normal creeper texture placed in your resource pack, open it up in the image editor of your choice. It should look something like the image shown.
Since texture files are very small, you may need to zoom in.
- A quick note on textures
If you've never seen a texture before, the above image might surprise you. A lot of textures look this way and are "wrapped" around a model, like wrapping paper around a present.

Now it's time to be creative! Edit the texture however you want. For simplicity, this example adds a headband. Note where the changes are and compare it to the color-coded texture above.

Once you are happy with your texture, save the file as creeper.png
. It is important that it is saved with the same name as the default asset or otherwise it cannot detect and load your texture.
Now you can load up Minecraft and spawn a creeper with your custom texture! If it doesn't show up, make sure that you've selected your resource pack. If it still doesn't work, make sure you've named the file properly and placed it in the correct folder.

Pack hierarchy
If you are playing with multiple resource packs loaded, there may be some textures that are in your pack that aren't being shown. This is because of the way resource packs are loaded in Minecraft. All selected resource pack files are loaded from the bottom up as they are shown in the selection menu, so if there is a resource pack that is loaded above yours, it may replace files that you've changed. This can cause various issues with using multiple themed resource packs that have differing textures, so make sure you have your resource pack at the top.
Modeling blocks and items
Sometimes you may want to change one of the Minecraft models. To do so you need a file archiver to get the default model and texture along with a 3D modeling tool to edit the model. Blockbench works well in this case since it can export directly to the .json
format needed for models.
Replacing a block
Because the default ladder in Minecraft isn't 3D, you can replace it with your own model. First, get all the ladder's files into this resource pack:
- Open the Minecraft JAR file using a ZIP viewer of your choice.
- Navigate into the
assets/minecraft/blockstates
folder, then extractladder.json
toTutorial_Resource_Pack/assets/minecraft/blockstates
- Navigate into the
assets/minecraft/models/block
folder, then extractladder.json
toTutorial_Resource_Pack/assets/minecraft/models/block
- Navigate into the
assets/minecraft/models/item
folder, then extractladder.json
toTutorial_Resource_Pack/assets/minecraft/models/item
- Lastly, navigate into the
assets/minecraft/textures/block
folder, then extractladder.png
toTutorial_Resource_Pack/assets/minecraft/textures/block
.
Now you can either edit the ladder.png
using your preferred image editor, or you can edit it in your preferred modeling editor.
Note: If you are doing a basic "Just Simple Nonanimated Textures" resource pack, the .json files are unnecessary. Otherwise, if you are doing special features to change what the texture looks like when certain parameters are true or false, then the .json files would be necessary. For example, if you created a resource pack that makes grass blocks smooth, the .json files would prevent you from having dirt lines everywhere in your world that already uses code.
Modeling the ladder - Blockbench
In modeling the ladder, we use Blockbench. Once you have opened the program, press Ctrl+O
to open the model selection menu. After the open dialog has appeared, go to the location where you saved ladder.json
and select .
You then should be facing a ladder that is on the south side of the box.
- On the menu bar, go to "Edit -> Add Cube" to create a new block.
- Resize the model to a full-sized cube. Then, under Textures on the left panel right click
ladder.png
, then click Apply to Untextured Faces. - In the top left, there is an image of the ladder, with a 1×1 highlighted region. Move this to change the texture to what you want it to be. Repeat until all sides of the block are as wanted.
- Go to "File -> Save Model" and save in
resourcepacks/Tutorial_Resource_Pack/assets/minecraft/models/block/ladder.json
(Replace "block" with "blocks" for 1.12 and below).
Now we have created a new model for the ladder block in Blockbench.
Texturing the ladder - paint.net
Go to getpaint.net and download paint.net for free.
- Open paint.net.
- Do Ctrl+O and go to .minecraft/textures/block/ladder.png and double click.
- Edit the Ladder however you want.
- When you're done, press the X button in the top right of the window. It opens a dialog if you changed anything and ask if you want to save your work. Press Save then okay twice. You don't need to change anything in the menus.
Finishing off
When you have completed the 3D model of the ladder and saved it, launch Minecraft, and test it out. Place a ladder on a wall, and you should see its replaced model.
Changing existing sounds or music
Just like modifying the default textures or models, you can substitute custom sounds in place of the default ones. This example shows how to change the boss music in the ender dragon fight.
Finding a sound's path
Similar to the custom texture and models, you'll first need to know the path of the sound you want to change.
- Inside your .minecraft folder, navigate to
assets/indexes
, which contains a list of numbered.json
files. - Find the
.json
file corresponding to your Minecraft version (e.g.1.19.json
), and open it with the text editor of your choice. - In this file you can find all the sounds found in Minecraft. Press CTRL + F to search for your sound.
- For a list of filenames for music, you can check Music#List
- Your sound path should look something like this:
minecraft/sounds/music/game/end/boss.ogg
Modifying the sound
- Inside your resource pack folder, navigate to
assets/minecraft
. - Create a new folder named
sounds
. - Now inside your
sounds
folder, you need to create new folders depending on your sound's path. For example, if your path isminecraft/sounds/music/game/end/boss.ogg
, you need to create the folderssounds/music/game/end
. - In the last folder (in this example, it's
end
) you can put in your new sound file. Make sure you named the file to the file that you're replacing, or in this example,boss.ogg
.- Note that this file must be a
.ogg
file. To convert your sound file to a.ogg
file, you can use the free website Online-Convert.com
- Note that this file must be a
Testing your sound
If everything went according to plan, you have now replaced a sound in Minecraft. To test it:
- Make sure you have enabled your resource pack.
- If you already had Minecraft open with your resource pack enabled, you can press F3 + T to reload all resource packs.
- Use the
/playsound
command to play your sound. In our example, type:/playsound minecraft:music.dragon master @s
Adding new sounds or music
In addition to modifying default sounds, you can add your own! In this example, a new player hurt sound can be added without replacing any of the current player hurt sounds.
Finding the sound path
In order to add a sound, you'll need to know where it should actually go by determining its path. Unlike replacing sounds, you should go straight to your resource pack folder and search in there.
- Find and open your version's
.json
index file (e.g1.19.json
) from.minecraft/assets/indexes
. - Press CTRL + F to search for your sound path.
- In this case, the location for the player hurt sounds looks like this:
minecraft/sounds/damage/
.
- In this case, the location for the player hurt sounds looks like this:
Adding the folders and sound in your resource pack
- Going to your resource pack folder, navigate to
Tutorial_Resource_Pack/assets/minecraft
. - Inside the
minecraft
folder, create a folder namedsounds
.- If you already have a
sounds
folder from replacing a default sound, open that folder.
- If you already have a
- Within the
sounds
folder, create a folder that matches the directory of the sound you want to add. In this case, we are going to create a file calleddamage
. - Add your sound here.
- The sound must be a
.ogg
file. Like in the previous section, you may use the free website Online-Convert.com or use Audacity as mentioned at the top of the page. - Also note the already existing files seen in your
.json
file from above. In this case, five other hurt sounds exist within theminecraft/sounds/damage/
folder, two for falling at different heights (fallbig.ogg
andfallsmall.ogg
) and the other three are when the player actually gets hurt (hit1.ogg
,hit2.ogg
, andhit3.ogg
) Since we want to add a fourth sound to the existing three hurt sounds, we cannot reuse those file names. For simplicity, name your soundhit4.ogg
.
- The sound must be a
Changing the sound event
Because we are adding a sound, we must change the associated sound event in sounds.json
.
- Go back to
assets/minecraft
in your resource pack folder. - Create a text file named
sounds.json
. Do make sure that the file extension is indeed .json and nothing else. - At your choice, paste the following template into
sounds.json
:
{
"entity.player.hurt": {
"sounds": [
{
"name": "damage/hit1"
},
{
"name": "damage/hit2"
},
{
"name": "damage/hit3"
},
{
"name": "damage/hit4"
}
],
"subtitle": "Hurt"
}
}
- The above code only applies to this example, which adds a new damage sound. If you are changing a different sound event, replace
entity.player.hurt
with the sound event listed in the vanillasounds.json
file. - You can find out the id used by Minecraft for each sound folder. By using
/playsound
in-game, you can determine this id. In this case, using/playsound minecraft:entity.player.hurt master @s
confirms that the player's hurt sound is indeed classified asentity.player.hurt
. - Make sure the name fields are in lowercase characters only. The names of your files should be in lowercase as well. Otherwise, the resource pack may fail to use your new sounds.
- The
subtitle
field dictates the text to display when the sound is played. It can either be a string of text, or can use a field defined in alang
file.[needs testing] - In addition to these fields displayed, you may add more additional fields to the
sounds.json
file to specify more parameters such asvolume
andpitch
. A detailed list of additionalsounds.json
fields can be found here. - Correct
.json
formatting is required! Any missing bracket, comma, etc. causes the resource pack to fail.
Testing your sound
If there is an error anywhere in your sounds.json
file, none of the sounds described in it appear in-game. If this happens, you should check the spelling and file paths.
If everything went according to plan, you have now added a sound to Minecraft. To test it:
- Make sure you have enabled your resource pack.
- If you already had Minecraft open with your resource pack enabled, you can press F3 + T to reload all resource packs.
- Use the
/playsound
command once again to play your sound. In our example, type:/playsound minecraft:entity.player.hurt master @s
. For this example, it likely requires multiple tries, as hurt sounds are chosen randomly.
Adding languages
You can add completely new languages to Minecraft using a resource pack. Assuming that your new language is <lang>
[1] and its country/region is <country>
[2], the pack.mcmeta
file will look like this:
{
"pack": {
"description": "This is the description of your resource pack",
"pack_format": 18,
"supported_formats": [18, 46]
},
"language": {
"<lang>_<country>": {
"name": "Tutorial Language",
"region": "<country>/<region name>",
"bidirectional": false
}
}
}
If you want your language to be right-to-left, set bidirectional
to true
.
Then, put <lang>_<country>.json
in assets/minecraft/lang
inside your resource pack. When you launch the game, choose your resource pack, open the Language selection screen, and your new language should be there.
- Notes
The pack.mcmeta
goes in the root folder of your resource pack, not in the assets/minecraft/lang
folder. Also note that the above pack.mcmeta
is the same file as the pack.mcmeta
file that you have created a while ago. As of 1.7-pre, you can choose multiple resource packs at once. If you want to use your new language and resource pack for before 1.7, you need to combine them manually because multiple resource packs could not be selected before the version.
Animation properties
An example of an animation file is this:
{
"animation": {
"interpolate": true,
"width": 1,
"height": 7,
"frametime": 1,
"frames": [
{
"index": 0,
"time": 0
},
1, 2, 3, 4, 5, 6, 4, 2
]
}
}
- Note
All you really need to make a texture animated is the following code. By default, it makes each frame last only one tick:
{
"animation": {}
}
Save the file as the same name as the texture you want to be animated with an .mcmeta
in the same folder as your texture.
Texture properties
An example of a texture property is this:
{
"texture": {
"blur": false,
"clamp": true
}
}
Fonts
Character sizes in fonts are determined by the last line of pixels that contains pixels that contain a non-zero alpha. This allows additional padding to be added around characters by adding a color with an alpha level of 1, which Minecraft considers as part of the character.
Testing your resource pack
- Launch the game
- Click on Options
- Click on Resource Packs
- Find "Tutorial_Resource_Pack" (Or the name of the pack if you named it something else) in the list on the left and click the arrow next to it
- Click Done
If you decide you want to make some changes to your resource pack, edit your resource pack, go to resource packs in options, remove your pack from the active list and exit, go back, and reapply it. Alternatively, saving the texture to the resource pack and pressing F3 + T reloads the pack without the need to reload the default textures first.
Packaging resource packs with worlds
For use in singleplayer worlds, you can package your resource pack as a ZIP file named resources.zip
inside the world directory. This is then automatically used when playing the singleplayer world.
Server resource packs
If you are the owner of a server, you may set it as the resource pack of your server.
- Make sure your pack format is a .zip-folder.
- Upload the pack on a file hosting website, e.g. MCPacks.
- Copy the download link of your pack. IMPORTANT: If you are using your own server or some other host then you have to make sure that you are using a direct download link. You also need to make sure to use a SSL certificate that is compatible with the shipped Java version 8 u51. (MC-143768)
- Open the server.properties with the text editor of your choice.
- Search for the line
resource-pack=
. - Paste the download link after the equal sign.
- Optional: Set the
require-resource-pack
property totrue
to force people to use the resource pack. - Save your changes to the server-properties and restart your server.
- Enjoy!
Servers can have an icon that appears in the Multiplayer list.
- Create a PNG image with a size of 64 by 64 pixels, transparency is supported.
- Save (or rename) it to
server-icon.png
. - Move it to the server's directory.
- Restart the server.
- Server icons should display next to the server name. If it does not show up properly, you may have the wrong file type. Go to Creating a pack.mcmeta file above.
See also
References
[hide] | |||||
---|---|---|---|---|---|
Components |
| ||||
Resource packs |
| ||||
Tutorials |