Guide to making eyes glow on entities. (Wolves) #295
OceanFifty
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So I wanted to make wolf eyes emissive so they would glow in the dark. Maybe do the same for cats, too. This is how to do it.
You need to modify these files:
(I use a program called Everything to index the folder's contents and search for ""D:\MultiMC\instances\1.20.1 test.minecraft\shaderpacks\rethinking-voxels_r0.1_beta2(1)" content:allay")
I used the allay mob as a template on how to copy the eye glow.
First you must add the entity id to entity.properties. I just added the line "entity.50081=wolf". I think you are supposed to put the same name here for the entity as you would in /summon minecraft:(entity name). the 50081 is a number I picked for ease of use. (entitymaterials.glsl has strange if else statements)
Then you go into shaders.properties and press ctrl+f for search and type allay. Now everywhere you see an allay, you copy paste as a new entry and just replace allay as wolf.
Repeat for en_US.lang file.
Repeat for lightColorSettings file.
Repeat for shadowChecks.
Entity materials is different. I added the wolf entity after the line (entityID < 50096). Above the witch. Here is an excerpt:
...else {
if (entityId < 50096) {
if (entityId == 50081) { // Wolf (new entity)
if (CheckForColor(color.rgb, vec3(183, 239, 255))) {
emission = 8.0;
color.rgb *= color.rgb;
}
}
if (entityId < 50080) {...
//CheckForColor is a copypaste from endermite code. It checks for a specific color to make emissive on the entity. (Affects the whole entity.) I use better dogs resource pack (optimized, only wolves (only keep png and .jem from 1-5 + collar, remove everything else but models.43 colours:43 and models.44 from .properties, (models.44 edit to show =1 2 3 4 5) you only need optifine and textures folders), and the eyes have a specific colour I could set to be emissive, without parts of the body becoming emissive, too.
You can change colour with either changing the eye texture, or by replacing color.rgb with color.r = 1.5 (.r,.g,.b), for example, which gives slightly reddish eyes. You can adjust brightness with emission.
You can reload the shader on each change by pressing R while inside the game to see if it worked. The shader will fail to load if a typo occurs, so be careful. Test after every changed file. You should make it to the entitymaterials file with full shader functionality.
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