- 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 :)
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Emissive textures allow parts of a mob / entity's texture to glow as in the above image
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An emissive texture is a copy of the regular mob texture with only the parts you want to be glowing
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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
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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)
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Elytra & Armour emissives have CIT Resewn mod support and will apply based on the CIT texture
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Tridents support emissive textures customized via the special case rules in the Random / Custom mob Guide
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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
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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.
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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:
- 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)