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EMISSIVE_GUIDE.md

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💡 Emissive textures

Emissive mobs

OptiFine compatability

  • ETF supports all OptiFine emissive texture resource packs
  • A custom emissive texture suffix may be set just like OptiFine but with a few optional changes, see the emissive.properties example.
  • Please try and use only the default emissive suffix _e, it makes things easier for everyone :)

Guide

  • Emissive textures allow parts of a mob / entity's texture to glow as in the image above
  • An emissive texture is a copy of the regular mob texture including only the parts you want glow
  • To render correctly, the emissive texture should be the exact same size as the original mob's texture,
    otherwise you may get Z-Fighting with shaders enabled
  • Emissive textures must be in the same folder as the texture it is glowing over and must be named like this: TextureName#.png,
    with # being the suffix set by the topmost OptiFine format resource pack,otherwise it will default to _e
    (Meaning that the file name should be TextureName_e.png)
  • Elytra & armour emissives have CIT Resewn mod support and will apply based on the CIT texture
  • Tridents support emissive textures and can be customized via the special case rules in the random / custom mob guide
  • Block entities such as chests, shulker boxes, beds, bells, enchanting table & lectern books support emissive textures with ETF,
    other blocks require Continuity
    • Enhanced Block Entities (A mod which changes the block entity render to block render for performance optimizations)
      breaks ETF's support for block entities
  • Player skins support emissive textures, see the player skin features guide

Armor trims

Emmisive armor trim textures are defined just like in OptiFine, by adding one of the following material suffixes

to the trim base name: amethyst, copper, diamond, diamond_darker, emerald, gold, gold_darker, iron, iron_darker, lapis, netherite, netherite_darker, quartz, redstone.

For example:

textures/trims/models/armor/coast_amethyst_e.png, textures/trims/models/armor/host_iron_darker_e.png, textures/trims/models/armor/dune_leggings_netherite_e.png

You can also add a copy of the non emissive texture present in the same path to override that trim.

For example:

textures/trims/models/armor/coast_amethyst.png, textures/trims/models/armor/host_iron_darker.png, textures/trims/models/armor/dune_leggings_netherite.png

Emissive textures can render in two different ways, set by the config. The two images below show the two rendering modes:

Dull Emmisives [default]

Dull Emissives

They:

  • Are like OptiFine emissives
  • Are not overly bright in sunlight
  • Have directional light shading (some sides are shaded differently)
  • Have an upper brightness limit more inline with typical entity rendering
  • Are expected to be more stable with certain shaders

Block entities will always use this mode unless Iris is installed, due to rendering issues in vanilla

Bright Emissives

Bright Emissives

They:

  • Are brighter than OptiFine emissives
  • Are noticeably bright in sunlight and can look out of style with vanilla
  • Typically, have more bloom with shaders
  • Have global illumination and do not shade differently over the model
  • Are brighter than the default Dull Emissives
  • More likely to break with certain shaders enabled

Examples

Format example
  • The example image above shows red glowing eyes for the texture zombie3.png
  • Emissives are applied after randomised textures and they must contain the same number system as the random files they apply too.
    For example, zombie_e.png will not apply to zombie3.png, but zombie3_e.png will.