okso I tried it using that link and when I load mcwin10 it doesn't show up (yes I am creating a new world to do this) it's like I didn't even make it I am putting the client in the resource pack folder because it has all the texture info and the server in the behavior pack because it has all the .json files and nada please help i have looked everywhere
I Am using mojangs official template and it comes with a folder called vanilla and when you open that it has 2 files one called server and one called client all the textures are on client and all the behaviors are on server and when I edit one and put them in there "correct folders" (or already what I believe to be correct folders) it doesn't show up as a option is there some sort of refresh thing you need to do every time you edit a pack?
The client side handles textures, rendering and other stuff related to showing the game to you, and the server controls the behaviors of the game, like how much damage you need to take when a zombie hits you.
He is trying to create a "behavorial" pack, which means he needs to modify the "server" part of the game. That's why he's talking about a server. I hope this will help you understand what he's saying.
If you have the server folder how you want it then I'm pretty sure that all you have to do is copy the contents of the server folder into a .zip file then rename that .zip file to, "(your pack name).mcpack". Though if you don't have the read file extensions thing on then all you have to do you that is go to control panel, then click, "File Explorer Options". Go into view and un-check, "Hide Extensions for Known File Types". The last step would be to send me a link to this over Dropbox if you can get it working. Thx if you do. I hope that I helped anyway.
I have tried many methods when it comes to making custom behavior/texture packs but it never worked out. I seriously have no clue to what Mojang was thinking giving us that horrible tutorial and this really annoying template that doesn't give us half a turd's worth of knowledge about how to format and convert it. Either way, people have actually made behavior packs. If you subscribe to Logdotzip or at least occasionally view his channel then you'll know what I'm talking about. The point I'm trying to make is that I know it's possible to make custom behavior packs it just seems like Mojang wants to hide the behavior pack recipe from us.
Wow. I mean wow. I can't even tell you how much that helped. Seriously in 2 minutes of reading, I learned more about how to make and install an add-on than I did in an hour of research last night. Yes, your tutorials helped a lot.
I agree, I liked the tutorial except there really needs to be something somewhere where there is a process of writing or coding to create a .mcPack file. There are no straig answers about this. Obviously it's NOT a zipped folder. I renamed a file extension from .zip to .mcpack and it didn't import, game said "importfailed. But here's the weird part: my pack icon DID show up in the list, but it was still unusable resource. I get it, Microsoft doesn't want people to hack the game anymore. Except their pre-installed paid resource packs SUCK. I loved my Zig Zag! I built worlds upon worlds with that texture as a constant, because of the feel and way it made me feel when I played. Now everything looks likes POOP. Yep. That's what I said. And Minecraft .net downloadable vanilla folders with behavior pack and resource pack does absolutely nothing to lead people who are truly interested on porting a very cool texture resource that they have created to a learning source of how to code it to their proprietary extension file.
If if I would have known I would be left with old mc textures, I would have NEVER updated. I feel tricked! I feel robbed! I am not happy and until me, or you, or somewhere here with enough gumption to crack it or someone who has done it shares that "elusive recipe" (I loved that you termed it that), then for now, my worlds sit cold and will continue to be dark.
I have been creating detailed tutorials on creating add-ons. I just uploaded two on custom loot tables today and lots more to come. Here's the link to the Quick Start video. When I learn more about sharing and installing, I'll create a tutorial. Check it out:
Find the resource/behavior pack that you've made, and make sure that it is a .zip file. If not, create a .zip file, put your resource/behavior pack into it, and rename the .zip pack to what you want it to be. Ex. ExplodingArrows.zip
If it doesn't do this, for some reason, right-click on the file and click Open with. It would bring up programs that you can open the .mcpack with, or ask if you want to download something that can open it. Click Minecraft: Windows 10 Edition, and it should open.
An MCPACK file is a resource or behavior pack that modifies Minecraft (Bedrock Edition), a popular block-building video game. It contains multiple resource files, such as .PNG and .JSON files, and is compressed with Zip compression. MCPACK files are typically used to transfer resources between Minecraft users.
Since MCPACK files are saved in a .ZIP format, they can be expanded using any Zip decompression utility. Simply rename the file's .mcpack extension to .zip and use a Zip decompression program to expand the file's contents. Some Zip decompression programs include Corel WinZip (cross-platform), 7-Zip (Windows), Apple Archive Utility (Mac), and B1 Free Archiver (cross-platform).
The instructions for importing an MCPACK file into Minecraft vary depending on your platform. You can click this link to view platform-specific instructions for importing an MCPACK file into Minecraft.
The FileInfo.com team has independently researched the Minecraft Bedrock Edition Add-On file format and Mac, Windows, Linux, Android, and iOS apps listed on this page. Our goal is 100% accuracy and we only publish information about file types that we have verified.
All file types for Minecraft can be opened as any file, launching Minecraft and importing the content. When packages are imported, they are automatically unpacked into their constituent files and directories. If it was not already open, most file types will launch Minecraft in normal mode; mcproject and mceditoraddon will instead launch Minecraft into Editor mode.
Importing an exact duplicate of an existing saved level will create a duplicate saved level. Composite archives will only import one level if multiple are included, including across nested composite archives.
Importing a world package while Minecraft is launched in Editor mode will import the world as a project. The imported world will then be inaccessible outside Editor mode and will need to be re-exported as a world for playing. Editor extension packs bundled in a world archive will be retained on import outside Editor mode.
All asset archives include a manifest describing their contents. An asset archive will fail to import if its manifest UUID and version exactly matches an existing asset archive of the same type. Note that behavior and resource packs share the same UUID/version space. Behavior and resource packs self-contained within a world, project, or template will not count as duplicates for the sake of importing.
Both asset extensions, mcpack and mctemplate, appear to functionally behave the same. It's best practice to use mcpack for behavior, resource, and skin packs and mctemplate for world templates to make it more clear what's being installed. Any number of asset archives may be included in a composite archive.
Packs are only created manually, by zipping the contents of a behavior pack, resource pack, or skin pack directory and renaming the extension from zip to mcpack. Behavior and resource packs are installed globally and do not conflict with matching behavior or resource packs installed in worlds, projects, or templates.
Composite archives are used to import up to one level archive and any number or combination of asset archives in a single import action. In general, contents to a composite must be packaged. Directories can also be given on the top level of a composite archive for importing asset types (behavior packs, resource packs, skin packs, and world templates) without needing to pre-package them. Nested sub-directories for organization may not be used.
Composite archives may also contain any number or nesting of other composite archives, even across Minecraft modes. Nested composite archives cannot be used to get around the singular world import restriction.
Importing a mcaddon package while Minecraft is launched in Editor mode will import any contained world as a project. The imported world will then be inaccessible outside Editor mode and will need to be re-exported as a world for playing. Asset types are imported as usual.
3a8082e126