Custom Exteriors

Custom Exteriors

⚠️
You need to learn how texture pack and datapacks works!

Exterior Texture

  • Make an exterior texture for any of the exteriors that exist in the mod. You may use any of the variants as a base, but remember whatever you borrow as a base cannot be claimed as your own, used in any other media (without permission from Loqor), or distributed.
  • Save this exterior texture to your datapack that is called by your own custom datapack namespace (see below), naming it whatever you like. but do remember to call it something you can remember, with .png as the image’s format.

Side note: the interior door texture is contained within the exterior textures themselves, so do be aware of that.


Create a Datapack

  • Follow the tutorial on the Minecraft Wiki on datapacks on how to set one up, use the namespace from earlier

  • Create a new .json file in the path

data/(namespace)/exterior/(exterior_texture_name).json

  • Inside this new .json file, paste
{
  "id": "(namespace):(exterior_texture_name)",
  "category": "ait:exterior/(refer to example below)",
  "parent": "ait:exterior/(refer to example below)",
  "texture": "(namespace):textures/(exterior_texture_name).png",
  "emission": "(namespace):textures/(exterior_texture_name)_emission.png"
}

Note: If you have a custom category, instead of something like "category": "ait:exterior/police_box" it would be "category": "(namespace):(custom_category)".

  • replacing the namespace and the exterior_texture_name with your own from earlier

  • Now put this datapack into Minecraft.

Create A Resource Pack

Follow this guide

  • Place your .png exterior texture in this path

assets/(namespace)/exterior/(exterior_texture_name).png

  • Place your .png exterior texture emission in the same path

assets/(namespace)/exterior/(exterior_texture_name)_emission.png

  • If you want people to be able to see your exterior texture variant, they will need this resource pack.

Example Reference That’s Easy to Follow :)

This is just an example, do not use the ID “(namespace)” and make sure you’re not using any parentheses. Those are just there for making sure you replace (namespace) with your own ID and (exterior_texture_name) with your texture’s name.

Also see > [Exterior Variant Categories]({{ site.baseurl }}{% post_url 2024-02-05-custom-categories %})

Once you’re finished, the json file should look like this:

{
  "id": "(namespace):my_exterior",
  "category": "ait:exterior/police_box",
  "parent": "ait:exterior/police_box/default",
  "texture": "(namespace):textures/(exterior_texture_name).png",
  "emission": "(namespace):textures/(exterior_texture_name)_emission.png"
}

And your resourcepack directory should look like this: (namespace)/assets/textures/

And once you make sure the textures are inside of the directory above, then you’re ready to use your new exterior texture variant!

Specifics About the Different Exterior Categories

  • Police Box = police_box
  • Classic Police Box = classic
  • K2 Phone Booth = booth
  • TT Capsule = capsule
  • Moyai = easter_head
  • Plinth = plinth
  • TARDIM = tardim
  • Siege Mode = siege_mode

FYI: the “doom” and “cube” exteriors are either deprecated or not for use.

Exterior Subcategories

  • Police Box (I am only listing the ones that have different models):

default coral

  • Classic Police Box:

default

  • K2 Phone Booth:

default

  • TT Capsule:

default

  • Moyai:

default

  • Plinth:

default

  • TARDIM:

default

  • Siege Mode:

default

Adding A Custom Category for Your Exterior Textures Datapack

  1. In the same directory as the other .json files for your exterior, make a new one called (id).json and do the syntax as follows:
{
  "id": "(namespace):(custom_category_name)",
  "name": "Custom Category Name"
}