MoreMcmeta
Animate almost any texture with more options.
This means:
- more possibilities for resource packs
- a familiar animation format
- not invasiveābetter compatibility with other mods
What Can I Do With MoreMcmeta?
You can animate almost any texture in the game, including armor, mob, and GUI textures. Textures from other mods that use Minecraft's default texturing process work as well. As of version 3.0.0, you can synchronize any animation to the world's current day time with the daytimeSync
parameter.
The Animation Format Guide has a full list of textures and explains all of the parameters MoreMcmeta supports in detail.
MoreMcmeta is a client-sided mod, so you don't need to install it on a server.
MoreMcmeta on Fabric
A Fabric version of MoreMcmeta is available at its CurseForge page.
Download
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Install
- Download and install Minecraft Forge.
- Create an installation and select the Forge version in the Minecraft launcher.
- Download MoreMcmeta.
- Place the MoreMcmeta
.jar
file in your Forge installation'smods
folder. There are no dependencies besides Forge. - Use the trial resource pack to see examples of animated textures.
- If you're making your own textures, it's recommended you read the Animation Format Guide. In particular, you need to use the
.moremcmeta
extension instead of the.mcmeta
extension.
Animation Format
See the Animation Format Guide for .moremcmeta
file guidelines.
Troubleshooting
See the Troubleshooting Guide.
Suggestions and Bug Reports
Use the issue tracker for all suggestions and bug reports. Please include applicable screenshots and example textures/.moremcmeta
files.
Suggestions that break compatibility with the default animation format will not be accepted. However, suggestions that improve the default animation format with backwards-compatibility will be considered.
this mod is incompatible with "Dynamic Asset Generator", fixes?
In reply to redxone23:
Please provide more detail, especially what the incompatibility is, the Minecraft version, and the mod versions. I tested Dynamic Asset Generator on 1.18.2 and 1.19.3 with MoreMcmeta. The game crashes on 1.18.2, but not on 1.19.3, so it seems like the other mod author may have already fixed whatever is causing the crash. The game takes an absurd amount of time to load on 1.19.3, but people are reporting this problem in the Dynamic Asset Generator comments section, so it might not be an issue with MoreMcmeta. I need more information on what incompatibility you are experiencing; otherwise, I'm just guessing at what problem you are having.
In reply to redxone23:
The crash on 1.18.2 and infinite loading on 1.19.3 have the same root cause. MoreMcmeta version 3.0.6 contains a fix for this issue and has been released (currently awaiting approval by CurseForge).
In reply to FabuIousMan:
Each of these are fairly significant projects; perhaps CIT w/ .moremcmeta will be added in the future, but I think they are already some custom entities mods.
In reply to soir20:
Yeah, but the custom entities mods I found are completely broken, and there are ZERO custom item mods… So many for fabric, but forge has nothing. Everyone is begging a developer to make a forge one so we can all get it.
Edit: Just checked, there are no custom entity for forge, only textures. D:
In reply to FabuIousMan:
I'll add these to my list of potential projects--I don't really want to promise anything right now because I haven't looked into how it would be implemented, and my development effort is currently going towards MoreMcmeta v4. But they seem like they could be interesting/worthwhile projects.
In reply to soir20:
There are a few Forge options to replace Optifine functionality for those of us that play on mods that don't work with Optifine, but CIT and CEM are the 2 largest gaps. In addition to having 3 of the biggest Optifine functionalities and no other published works from others, downloads would be high and likely could receive some Patreon support or something if you're into that. My group has tried for a long time to find alternatives to Optifine!
In reply to Roalith:
And what are these options to replace optifine? So far I have found nothing that gets resource packs to work right
Hello. I wanted to ask a question - I know this question is asked way too often for way too many mods, and I'm sorry for that, but:
Are you eventually planning on making a 1.12.2 Forge port?
Of course I know this'll take time and effort, I'm not rushing at all, but since this mod is so amazing, I know that many would appreciate a 1.12.2 version of this mod. If a port isn't in your plans, I completely respect your decision. I would also advise you put your answer to this question in the page description, so less people ask you in the future. Thank you for your time.
In reply to Cephelo_:
I'm glad you like the mod! I don't mind the question.
I'm not going to say never on a 1.12 port, but my main focus is on adding new features to modern versions. My understanding is that Minecraft's resource management (the system that MoreMcmeta integrates with) changed quite a bit between 1.12 and 1.14, besides just general changes between those versions. But I'm not familiar with the 1.12 codebase to say how much work a backport would be. This would be something I'd work on if I ran out of features to add or if it was incredibly in demand. (This is actually the first time someone has asked about 1.12.)
Hi, I'm wondering if your project involving emissive textures will include the ability to add emissive texture to entities that currently don't work with them such as the minecart. Also, I've been working on a resource pack for Railcraft and noticed I can't add emissive texture to the signals so I was hoping your project would help with that.
In reply to RedstoneRebel67:
Yes, the plan is to add emissive textures for entities. I'm not sure how Railcraft's signal textures are implemented, but it looks like they are some sort of block, which theoretically means emissive textures would apply to them like any other block.
In reply to soir20:
Thanks, I find the whole thing to be a bit confusing how even the Elytra can have emissive textures but not the minecart. I used the Railcraft 3D resource pack as the foundation for my own pack and added emissive textures to all of the track kits and many other blocks/items but couldn't add it to the signals even with the corresponding images from the Railcraft assets folder within the mod. How can I follow the progress of your new project? It would be pretty great if we could make fonts on signs etc. use the emissive properties also.
In reply to RedstoneRebel67:
I think the confusion stems from the fact that what is called "emissive textures" is really "making the faces of models with particular textures have full brightness." A model is a group of faces (known as quads) that make up a 3D object. Textures, which give color to the quads, do not really have "brightness" or emissivity. Instead, emissive "texture" mods tell the game to render a quad at full brightness when it has a particular texture. Minecraft handles item models very differently from entity models, which is likely the cause of the difference you see between the elytra and the minecart.
I think the best way to have progress updates is to create an issue on MoreMcmeta's GitHub repository with the feature request template. An issue allows me to leave comments about the feature, and you can subscribe to receive email notifications when something is posted. (If you do not have/wish to create a GitHub account, I can create a formal feature request on your behalf. However, you need an account to subscribe to notifications. I've been meaning to track what people suggest in these comments on GitHub anyway.)
I should note that it can be difficult to quantify progress in this type of modding as "this feature is x% complete." There are subtle "small" issues that often arise when working directly with delicate systems in the game that can significantly delay progress. Sometimes, the only accurate progress updates I can provide are technical notes.
I am not sure about fonts on signs--I have not looked at that implementation closely enough to say too much about that.
In reply to soir20:
Thanks for the explanation. Thats heaps more than anyone else was willing to offer. I have a GitHub acct. so I'll be able to keep an eye out for updates. I appreciate how much time goes into creating and maintaining a mod and I will be following the progress patiently.
interesting, I recently decided to stop using optifine, because it is too invasive among other things, so I've been looking to replace some of its features, like dynamic light, zoom; my question is, does this mod load animated textures, example (Fresh Animation) and other texture packs with animations?
In reply to malonehar:
MoreMcmeta will not do anything with packs that use the OptiFine animation format. I'll probably include OptiFine animations when I write a separate converter for emissive textures (see below comment chain). For small packs, it wouldn't be difficult to convert them manually because the animation parameters are the same.
I should note that Fresh Animation looks like it has custom entity models, not animated textures. That's something very different, and you'd need a different mod for that.
Great, and can you add Emissive textures?
Which is able to run the https://www.planetminecraft.com/texture-packs/tag/emissive/
Great mod
In reply to cookie694:
I've investigated this, and emissive textures look like they are possible without terribly invasive changes. I won't say its a certain addition, but it's definitely something I am working on.
I am leaning towards writing a standalone application for converting packs from other mods rather than integrating support directly--less bug-prone.