搬运一批Bedrock wiki内容,完善翻译
This commit is contained in:
137
docs/wiki/visuals/custom-skin-packs.md
Normal file
137
docs/wiki/visuals/custom-skin-packs.md
Normal file
@@ -0,0 +1,137 @@
|
||||
---
|
||||
title: Skin Packs
|
||||
mentions:
|
||||
- MedicalJewel105
|
||||
- SirLich
|
||||
- Joelant05
|
||||
- TheItsNameless
|
||||
category:
|
||||
- General
|
||||
---
|
||||
|
||||
Many people wrongly assume that skin packs are only available for creation to Marketplace Partners. No! It's a very easy process, which can easily be fully automated by python. But that's not it. Let's learn how to make a skin pack!
|
||||
|
||||
:::warning
|
||||
The `development_skin_packs` doesn't seem to function correctly. You need to use `skin_packs` folder and reload Minecraft every time you made a change.
|
||||
:::
|
||||
|
||||
## What is needed
|
||||
|
||||
Here is what is needed:
|
||||
|
||||
<FolderView
|
||||
:paths="[
|
||||
'com.mojang/skin_packs/my_skin_pack/texts/en_US.lang',
|
||||
'com.mojang/skin_packs/my_skin_pack/my_skin.png',
|
||||
'com.mojang/skin_packs/my_skin_pack/manifest.json',
|
||||
'com.mojang/skin_packs/my_skin_pack/skins.json'
|
||||
]"
|
||||
></FolderView>
|
||||
|
||||
## manifest.json
|
||||
|
||||
<CodeHeader>skin_packs/tutorial_skin_pack/manifest.json</CodeHeader>
|
||||
|
||||
```json
|
||||
{
|
||||
"format_version": 2,
|
||||
"header": {
|
||||
"name": "Tutorial Skin Pack",
|
||||
"uuid": "bb9616eb-327c-4a81-9f00-064cae820cd5",
|
||||
"version": [
|
||||
1,
|
||||
0,
|
||||
0
|
||||
]
|
||||
},
|
||||
"modules": [
|
||||
{
|
||||
"type": "skin_pack",
|
||||
"uuid": "e4bc71b6-8f9b-4094-9d47-dc3824f8a3dc",
|
||||
"version": [
|
||||
1,
|
||||
0,
|
||||
0
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
- `format_version` can be 1 too, as v2 doesn't change much for skin packs.
|
||||
- `name` is self explanatory. However, it isn't of great importance.
|
||||
- `uuid` and `version` are already familiar to us. Both UUIDs in the manifest need to be different. You can generate them via a generator linked in [useful links](/meta/useful-links). As a reminder, you CANNOT use the same UUID TWICE.
|
||||
- `type` in `modules` needs to be set to `skin_pack`, of course.
|
||||
|
||||
## skins.json
|
||||
|
||||
This file is used to define textures and shortnames for skins. Most of the options are, however, hard-coded or unchangeable.
|
||||
|
||||
<CodeHeader>skin_packs/tutorial_skin_pack/skins.json</CodeHeader>
|
||||
|
||||
```json
|
||||
{
|
||||
"geometry": "geometry.json",
|
||||
"serialize_name": "Tutorial Skin Pack",
|
||||
"localization_name": "tutorial",
|
||||
"skins": [
|
||||
{
|
||||
"localization_name": "tutorial_skin_1",
|
||||
"geometry": "geometry.humanoid.custom",
|
||||
"texture": "goggled_gecko_no_goggles.png",
|
||||
"type": "free"
|
||||
},
|
||||
{
|
||||
"localization_name": "tutorial_skin_2",
|
||||
"geometry": "geometry.humanoid.customSlim",
|
||||
"texture": "goggled_gecko.png",
|
||||
"type": "free"
|
||||
}
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
- The `geometry` object must be the same as on the example code in every object. Mojang removed the ability to add custom geometries via skin packs, because the feature was abused.
|
||||
- `serialize_name` is for marketplace.
|
||||
- `localization_name` is a pack identifier. **Don't use in other skin packs** as it affects translations.
|
||||
- `skins` array, where you define your each skin. The skins will be displayed in the same order in minecraft as they are defined here.
|
||||
> - `localization_name` is going to be used in the .lang file. Think of it as the skins identifier.
|
||||
> - `geometry` you can use `geometry.humanoid.custom` and `geometry.humanoid.customSlim` here.
|
||||
> - `texture` is the name of the image file, located in the main skin pack folder.
|
||||
> - `type` is only accessible to marketplace partners, leave it as `free`, otherwise it will be locked.
|
||||
|
||||
## texts/en_US.lang
|
||||
|
||||
Finally, we'll define the names of the skin pack and every skin in the `.lang` file. Of course "en_US" can be replaced with any language.
|
||||
|
||||
<CodeHeader>skin_packs/tutorial_skin_pack/texts/en_US.lang</CodeHeader>
|
||||
|
||||
```
|
||||
skinpack.tutorial=Tutorial Skin Pack
|
||||
|
||||
skin.tutorial.tutorial_skin_1=Skin 1
|
||||
skin.tutorial.tutorial_skin_2=Skin 2
|
||||
```
|
||||
|
||||
The first line defines the pack's name itself. It's done in this format:
|
||||
|
||||
`skinpack.[pack localization_name]=Actual Pack Name`
|
||||
|
||||
The other lines define the skins' names:
|
||||
|
||||
`skin.[pack localization_name].[skin localization_name]=Actual Skin Name`
|
||||
|
||||
Done! Now, when you open Character Creator, you'll see your skins available to be chosen!
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
If you play on MC version lower than 1.18.30, you might experience a bug when "Equip" button is not showing. You need to download a special texture pack.
|
||||
|
||||

|
||||
|
||||
<BButton
|
||||
link="/assets/packs/visuals/skin-packs/equip_button_fix.mcpack" download
|
||||
color=default
|
||||
>Download Equip Button Fix</BButton>
|
||||
|
||||

|
||||
Reference in New Issue
Block a user