Open obonilla87 opened 4 years ago
I would like to report the same bug. My endermen with different colored eyes don not render like they should be. I sent my textures to different person to try them out for me and they too said it does not work. All my files were named correctly. I would like to point out that these textures were emissive at the same time. I am eclosing a screenshot from my files.
I know there are a few custom models for mobs not working, I don’t know if the enderman is one of them, but you could look in to that if you haven’t already
Still a bug on pre10.
It has been a long time since I again reported this bug. After reporting this for 9 or 10 times in my now currently deleted bug report as duplicate. I gave up hoping this will eventually be fixed. Now when I fire up OF 1.16.1 I see that this bug still prevails. So here I go again. Thankfully emissive textures have been fixed.
Still a bug in OptiFine 1.16.1 HD U G2.
Still a bug in 1.16.2 pre1
Still a bug in 1.16.2 pre5
Still a bug in OptiFine 1.16.2 HD U G3.
Can I please get some info about why is this feature still broken? My resource pack utilizes this feature (random entities textures). Not sure if I should look for some alternatives or just wait.
Thank you for your answer.
They are not working because they are not fixed yet. 1.15 changed a lot under the hood and all the broken features have to be fixed one by one.
Still a bug in OptiFine 1.16.4 HD U G5.
Still a bug in OptiFine 1.16.2 HD U G3.
Can I please get some info about why is this feature still broken? My resource pack utilizes this feature (random entities textures). Not sure if I should look for some alternatives or just wait.
Thank you for your answer.
For now, I was able to get around the endermen eyes issue by defining the eyes overlay as the emissive layer for the base texture instead of the eyes layer like this:
Still a bug in OptiFine 1.16.2 HD U G3. Can I please get some info about why is this feature still broken? My resource pack utilizes this feature (random entities textures). Not sure if I should look for some alternatives or just wait. Thank you for your answer.
For now, I was able to get around the endermen eyes issue by defining the eyes overlay as the emissive layer for the base texture instead of the eyes layer like this:
![]()
Could you tell me what you would need to put in the .properties to do this?
Could you tell me what you would need to put in the .properties to do this?
You can create emissive textures by creating the file emissive.properties in the assets/minecraft/optifine folder and putting the line "suffix.emissive=_glow" in the file which defines that the emissive layer of any texture ends in _glow (or whatever you want) and optifine will automatically find the _glow file in the same directory as I showed above
Does anyone know if this will be fixed soon?
Does anyone know if this will be fixed soon?
Also still waiting! ¯\_(ツ)_/¯
Some of the random entity textures failed to load for some entities in 1.15.2 when using a resource pack with Optifine 1.15.2 Pre9 even without the entity.properties files.
Examples included: Beams for Beacon and End Portal Gateway Eyes for Spider, Cave Spider, Enderman, Ender Dragon, and Phantom End Crystal