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EMISSIVE_GUIDE.md

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💡Emissive Textures Guide:

img


This mod is completely Optifine format compatible!!!!

  • ETF supports all optifine Emissive Texture Resource-packs
  • A custom emissive texture suffix may be set just like optifine but with a few optional changes, see [ETF example] emissive.properties
  • please try and use only the default emissive suffix "_e" it makes things easier for everyone :)

The Guide:

  • Emissive textures allow parts of a mob / entity's texture to glow as in the above image

  • An emissive texture is a copy of the regular mob texture with only the parts you want to be glowing

  • to render correctly the emissive texture should be the exact same size as the original mob's texture, otherwise you may get z-fighting with shaders enabled

  • Emissive textures must be in the same folder as the texture it is glowing over and must be named like ( TextureName#.png) (with "#" being the suffix set by the topmost optifine format resource-pack, it will otherwise default to "_e" meaning the file name should be (TextureName_e.png)

  • Elytra & Armour emissives have CIT Resewn mod support and will apply based on the CIT texture

  • Tridents support emissive textures customized via the special case rules in the Random / Custom mob Guide

  • Block entities like: Chests, shulker boxes, Beds, Bells, Enchanting table & Lectern books, all support emissive textures with ETF, other blocks will need the in-development Continuity mod's emissive blocks feature

  • Enhanced Block Entities (A popular block entity lag fixing mod) will break ETF's support for: Chests, shulker boxes, Beds, Bells, Enchanting table & Lectern books.

  • Player Skins support emissive textures, see Player Skin Features Guide

Emissive textures can render in two different ways set by the config or mod-menu options the two images below show the two rendering modes:

img

This image shows an example of the Default "Dull" rendering mode

  • is like Optifine emissives
  • are not overly bright in sunlight
  • has directional light shading (some sides are shaded differently)
  • has an upper brightness limit more inline with typical entity rendering
  • Block entities will always use this mode unless iris is installed (due to rendering issues in vanilla)
  • Is expected to be more stable with certain shaders
img

This image shows an example of the optional "Bright" rendering mode

  • is brighter than Optifine emissives
  • are noticeably bright in sunlight and can look out of style with vanilla
  • typically, has more bloom with shaders
  • has global illumination and does not shade differently over the model
  • brighter than Default "Dull" mode

Examples

img

  • The example image above shows red glowing eyes for the texture "zombie3.png"
  • Emissives are applied after randomised textures they must contain the same number system as the random files they apply too
    (e.g "zombie_e.png" will not apply to "zombie3.png" but "zombie3_e.png" will)