How To Edit The Geyser Packs
This guide will teach you how to edit the Bedrock texturepack from our Geyser Addon. This guide will apply to all of our premade setups with the Geyser Addon.
Difficulty: Hard
1. How The Bedrock Texturepack Works
Our Bedrock texturepack is included in the Geyser Addon. All the texturepack files for Bedrock are located in the Geyser plugins folder. In your Geyser plugins folder, you should have 2 folders which are relevant to the Bedrock texturepack. The packs and custom_mappings folders like shown below:
The packs folder is where the Bedrock texturepacks are located. The custom_mappings folder includes a geyser_mappings.json file, which is used to assign all the items from the NitroSetupsBedrockItems pack a custom model data number. So the custom_mappings folder is only used for the item textures.
2. Unzip the texturepacks
The first step of editing one of the Bedrock texturepacks is to unzip the texturepack. All of the Bedrock texturepacks have the .mcpack file format. However they are still just ZIP files which you can unzip like any regular ZIP file. So first step of editing one of the texturepacks is to unzip it.
3. Editing the texturepacks
In the tabs below, you can see how to edit each of the 3 Bedrock texturepacks.
Editing Glyphs Texturepack
This guide will explain how you can edit the NitroSetupsBedrockGlyphs texturepack.
As mentioned in step 3, you should start by unzipping the NitroSetupsBedrockGlyphs.mcpack file. When you have unzipped it, you should have something looking like this:
The font folder is where all of the custom textures are located. The manifest.json is not relevant until we have edited the texturepack and wish to save the changes.
If you open the font folder, you will see a lot of PNG sheets with all of the custom textures. These are named glyph_E0, glyph_E1, glyph_E2 etc. The names of these sheets are important for how we call the custom textures ingame for Bedrock.
The way that the glyph sheets work is that Bedrock divides these sheets into 16x16 squares like shown in the picture below. Each of these squares have an ID. The ID for each square is shown below. So the ID of the square in the bottom right is always FF.
Want to learn more? Read about Bedrock glyphs yourself on the Bedrock documentation page: https://wiki.bedrock.dev/concepts/emojis.html
Now lets say that we wanted to recall the texture on square 02 in the sheet. (This square is almost top left). We know that the ID of this square is 02. Then lets say that this was sheet glyph_E1 in the texturepack. This means that our final ID for the texture is E102.
You now have to go to the Bedrock documentation website and convert E102 to the unicode symbol that you can use to display that texture ingame: https://wiki.bedrock.dev/concepts/emojis.html
We now have the symbol which is connected to the E102 square in the texturepack sheet. When we paste this ingame on Bedrock, it should show this symbol.
Saving your changes
When you have applied all the changes you want to apply to the NitroSetupsBedrockGlyphs pack, it is now time to ZIP it back and apply it to your server. But this is a bit tricky to do.
First you have to open the manifest.json file. The only thing you have to edit ever in this file are the 2 UUID values marked with yellow below:
Every time that you re-ZIP the Bedrock resourcepack, you have to generate new UUID values and replace the old values with the new ones. You can generate new random UUID values here: https://www.uuidtools.com/v4
If you don't do this, the changes you made wont be applied. The reason for this is that Bedrock stores the resourcepack based on the UUID value. So if you don't change it, it wont think that it is a new pack.
When you have changed the UUID values in the manifest.json file, you can go ahead and ZIP back the texturepack. Remember that when zipping it, you have to mark the font folder and manifest.json file for it to ZIP correctly.
When you have zipped the texturepack, it would be named .zip like shown below. You have to manually change the name of the file to .mcpack so that the file format changes.
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