
No longer updated
If it wasn't already clear, I'm not updating this and won't be in the foreseeable future. With the ability to just add heroes, there isn't much point to this, especially given you can use custom models too. If for some reason you really want a template made for a specific hero, then you can contact me on Discord and I'll try and sort it out
Installation
Here's how to use these templates, and subsequently your own personal creations, in game. This replaces the look of the hero for all users wearing it (client side)
Microsoft Store/Xbox App/Minecraft Launcher
Navigate to the installation folder (default C:\XboxGames\Minecraft Legends Windows) and go to Content>data>resource_packs>badger_base>textures>entity>hero. From here, replace your chosen edited texture with the existing textures for the hero of your choice. You can check which textures are which hero using the guide further below
Steam
Navigate to the installation folder (default C:\Program Files (x86)\Steam\steamapps\common\MinecraftLegends) and go to data>resource_packs>badger_base>textures>entity>hero. From here, replace your chosen edited texture with the existing textures for the hero of your choice. You can check which textures are which hero using the guide further below
The Image Format Differs Between Heroes. Please Select The Correct One For The Hero You Intend To Replace
Hero Guide
This only works with the new Curseforge website. If you are still using the legacy site it may appear incorrectly
| tex_hero_champion_bg_01_d | tex_hero_champion_bg_02_d | tex_hero_guardian_bg_01_d | tex_hero_guardian_bg_02_d | tex_hero_magus_bg_01_d |
| tex_hero_magus_bg_02_d | tex_hero_ranger_bg_02_d | tex_hero_warrior_bg_01_d | tex_hero_warrior_bg_02_d | tex_hero_rabbit_d |
tex_hero_ranger_bg_01_d
Face
Faces are handled separately and changing them on the texture doesn't appear to do anything in game. Instead a dedicated palette is used to determine the heroes expression at any time. They all follow the same format and so the universal template should work on all. Due to the small size of the original, the template does have to be scaled 1/10 (117x39ppx) before use
Lightmaps/bump maps
There are 2 additional images (suffixed '_mr' and '_m') which further determine how heroes are rendered in game, giving elements of the texture artificial depth. If you are making significant changes to the original designs of the heroes, they will appear unusual in game if the lightmap and bump map files aren't altered accordingly
Additional Credit
I did not "discover" how to do this. I learnt this from Reddit user u/caplom in this post. I'm not sure if they're the first person to do this or to tell people how to, but it's where I learnt it and it's the first time I've seen how to do it