完整版BedrockWiki镜像!

This commit is contained in:
boybook
2025-03-20 11:52:46 +08:00
parent 1994c41f01
commit bf9aa4b056
214 changed files with 9042 additions and 8867 deletions

View File

@@ -1,9 +1,8 @@
---
title: Retexturing Spawn Eggs
title: 重绘生成蛋纹理
tags:
- beginner
category:
- Tutorials
- 新手入门
category: 巧思案例
mentions:
- SirLich
- Joelant05
@@ -11,49 +10,53 @@ mentions:
- aexer0e
---
Custom entities will automatically be given a spawn egg. This spawn egg can be found inside of the creative menu, with a name like `item.spawn_egg.entity.wiki:my_entity.name`. If you want to rename your spawn egg as well as set a texture, you can do so in the lang files.
# 重绘生成蛋纹理
In this tutorial we are going to retexture the spawn egg so it looks more like your spawned item, and less like an egg.
<!--@include: @/wiki/bedrock-wiki-mirror.md-->
## Creating the Texture
自定义实体将自动获得生成蛋。该生成蛋可在创造模式物品栏中找到,名称格式为`item.spawn_egg.entity.wiki:my_entity.name`。若需重命名生成蛋并设置纹理,可通过语言文件实现。
You can easily take a screenshot of your entity using the Blockbench software. Load the mode, and select export screenshot from the drop-down.
本教程将指导如何为生成蛋重绘纹理,使其更符合你的实体造型,而非传统蛋形外观。
If you don't want an image like this, you can also create your own pixel art, or use any image you like.
## 创建纹理
## Adding the Texture
使用Blockbench软件可轻松截取实体屏幕截图。加载模型后从下拉菜单中选择"导出截图"。
Add the texture file under `textures/items/`. I personally suggest creating an `eggs` folder to contain all the spawn egg textures. For example, `textures/items/eggs/my_entity.png`. The file itself should be square.
若需其他样式,也可自行创作像素画或使用任意图片素材。
## Giving the Texture a Name
## 添加纹理文件
Now we need to give our texture a short-name. This can be done in item_texture file:
将纹理文件置于`textures/items/`目录下。建议新建`eggs`文件夹统一管理生成蛋纹理,例如`textures/items/eggs/my_entity.png`。文件尺寸应为正方形。
<CodeHeader>RP/textures/item_texture.json</CodeHeader>
## 命名纹理
```json
在物品纹理文件中定义简短标识符:
::: code-group
```json [RP/textures/item_texture.json]
{
"resource_pack_name": "My Map Name", //I don't actually know if this field does anything.
"resource_pack_name": "我的地图名称", //不确定此字段的实际作用
"texture_name": "atlas.items",
"texture_data": {
"my_entity": { //"my_entity" is the short-name of the texture, which we can reference later
"my_entity": { //"my_entity"作为纹理标识符,后续可引用
"textures": "textures/items/egg/my_entity"
}
//Add more spawn egg textures here
//在此添加更多生成蛋纹理
}
```
:::
## Using the new texture:
## 应用新纹理
Now we can use our new texture inside of the Resource Pack entity file:
在资源包实体文件中调用新纹理:
<CodeHeader>RP/entity/my_entity.json#description</CodeHeader>
```json
::: code-group
```json [RP/entity/my_entity.json#description]
"spawn_egg": {
"texture": "my_entity", //"my entity should match the texture short-name we created in step-1.
"texture": "my_entity", //需与步骤1创建的纹理标识符一致
"texture_index": 0
}
```
:::
Go and test it now!
立即进入游戏测试效果吧!