#Client-side Mod for applying textures to players through a resource pack

93 messages · Page 1 of 1 (latest)

maiden moss
#

I've always wanted the ability to have me and my friends' skins change resolution or art style whenever we apply a resource pack. Currently within vanilla Minecraft: Mobs, blocks and environment all change while players remain static.

It's aesthetically jarring for sure!

I don't know much about java code and don't really have the time to figure this out at the moment so I'd like to pitch the idea to anyone who may be interested in using this idea.

Especially with packs like Faithful, where the 16x16 and 32x32 resolutions clash on player skins.

To remedy this, I wanted to make a clientside mod that works like this:

1. Create a folder within a resource pack that is titled after the mod

2. Place custom player skin files with that player's user handle.
For example: "ThisGreenDingo.png" and "Dinnerbone.png" cause players "ThisGreenDingo" and "Dinnerbone" to have their textures replaced with the texture from the folder in the resource pack

(Alternatively; the png name could be the player's UUID! Ideally you could choose between naming it the username and naming it the UUID)

**3. **Apply the resource pack, and the mod should cause the resource pack to effect players that have textures within the pack

Additional feature: having the mod be able to detect a player's user handle if it is hidden. Such as the player entities/shopkeepers on Hypixel, having those textures change with resource packs would be lovely.

Because the mod is clientside, only the person who applies the resource pack will see changes to players' skins.
While the application of this is a little redundant for packs with a 16x16 resolution; 32x32 packs, hd packs and 16x16 packs with unusual styles would actually benefit greatly from this.

(Note: I don't want the ability to give myself a 32x32 skin or hd skin for no reason, Mojang intentionally force the 16x16 scale for a reason, i would like this ability only if a resource pack that overrides player skins features a double sized skin.)

maiden moss
#

forgot to mention: this would apply to the tab list also for consistency

formal mesa
#

Shouldnt a mod like this violate the EULA?

untold oxide
#

No

karmic basin
#

i dont see how it would

maiden moss
#

nah m8 cuz it only applies to client

maiden moss
hot remnant
maiden moss
#

Just messaging so this thread still appears for me

loud lagoon
#

looking into it right now, should be quite simple

ruby isle
#

doesn't figura do something similar?

maiden moss
#

also i was thinking about it the other day, but as this is a client thing, applying semi transparent skins or skins with invisible details would work too

#

(i know semi transparent hat layer is a thing dw)

#

cuz a mod like this would essentially allow for applying resource pack specific textures to your self and other players, so there'd be less limitations

loud lagoon
#

kinda forgot about it, the initial release (<#new-releases message>) has the basic functionality of changing skins
will add more when I have time

#

oh wait I actually didn't test if it works with higher res textures

#

I mean it should

#

and it does

maiden moss
#

Oh sweet!!!! Ill have to check this out when im able to ive always wanted this to be a thing

#

Thanks!!!

maiden moss
#

Kind of a niche usage but i did mention it before

#

But ye the fact you can apparently use higher resolution skins is PERFECT

loud lagoon
#

I need to see how they implement npcs

loud lagoon
#

so the names and uuids of hypixel npcs are apparently just gibberish

#

8097d52a-ba76-2f26-b417-764c19fd3486: j03d96zz3w

#

I could implement functionality that when you shift+right-click a player, you get their uuid

#

assuming they stay the same and hypixel doesn't just send a random value to every player

#

oh, they are different in every lobby

loud lagoon
#

did it, you can now change it based on the original skin's hash, which you can get by shift+right-clicking a player

karmic basin
#

oh fancy

rich abyss
#

I think that there should be an alternate directory that you could use

#

assets/skintextures/players

#

It would just be a whole lot easier

loud lagoon
#

maybe

#

but changing it after release doesn’t seem right

#

I don’t even know if folders outside of textures work flaminking

karmic basin
#

texture loading is goofy since 1.19.3

#

its definitely easier to make it a subfolder of textures tho

rich abyss
#

The long one and the one that I mentioned above

maiden moss
#

thats a very useful feature

#

the npcs are different in each lobby tho right

#

thatd be a lot of shift rightclicking, but hey im not complaining

#

if its what must be done its what must be done

#

perhaps an alternate option for the mod could be that a skin applies to any player entity that has a specific name

#

regardless of its legitimacy

#

like if forced my player to be called "Jeff" it would still apply the skin file named "Jeff" despite the fact that my true account name is "ThisGreenDingo"

#

maybe that could be a togglable option like "Based on account/Based on name only"

loud lagoon
#

I made it based of the hash of the skin, which is the same in all lobbies

maiden moss
#

ah excellent

#

that makes a lot less busywork for resource packs for sure

#

man idk what wizardry went into this or how this was done so swiftly but kudos i love this cant wait to play with it

maiden moss
#

OH I JUST THOUGHT OF SOMETHING

#

player capes!!!

#

Player capes could be altered by resource packs too as a bonus, like making the minecon capes in the style of Faithful or making an Optifine cape use a different font for the "OF" and stuff like that

#

im pretty sure theres a way to see optifine capes in fabric? cant remember

loud lagoon
#

the minecraft eula doesn't like altering capes that much, not sure if this is would be fine

#

ah, that only applies to commercial use

karmic basin
#

yea this is definitely alr

#

you may want to make sure the inject is at a point after most other mods

#

cause there are a bunch of cape granting mods at this point

loud lagoon
#

working on this now, what should the folder be?

#

textures/entity/player/cape?

karmic basin
#

whats the directory for skins?

#

it'd make sense to put it next to that instead of inside it imo

loud lagoon
#

I'll make it textures/entity/cape, considering that the default elytra texture is textures/entity/elytra.png

karmic basin
#

hmm

#

elytra is not specific to players tho

#

cape is

karmic basin
loud lagoon
#

fine

karmic basin
loud lagoon
#

I'll also make a separate one for elytras, so you can change getSkinTexture, getCapeTexture and getElytraTexture all through resource packs

#

(when rendering, if getElytraTexture is null, getCapeTexture is used instead, so this one is only for customizing it even further)

karmic basin
#

nice

loud lagoon
#

so, that should be the final update of the mod for now

#

I don't think modrinth and curseforge like it when I upload 5 versions in 2 days yeefuckinhaw

karmic basin
#

cf reviews them individually dont they

rich abyss
#

Thank you so much for making this mod

#

Finally I can use a high res skin and also hide my skin from NameMC

#

NameMC is the bane of my existence

rich abyss
#

I was thinking about cape and elytra support

#

This mod should work until Mojang releases a new version that messes it up

karmic basin
#

they dont often make changes to skin code iirc

#

so you'll probably be good for a while

rich abyss
#

Yes

maiden moss
#

wow that was fast