This guide will tell you how to add signs, sounds, etc. to your resource pack.
MTR4 format is used in this tutorial.
It is recommended to read adding_custom_resources first, as it contains information about the structure of an MTR resource pack.
In the MTR mod, it is possible to add your own custom signs, rails, objects and lift retextures by editing the mtr_custom_resources.json.
mtr with a name that you want (for example: custom_signs).Note that you can only use a-z, 0-9, - and _ for the folder name. CAPITAL LETTERS, white spaces and any other characters are not acceptable.
Return to mtr_custom_resources.json.
Compulsory components
{
"id": "my_custom_sign",
"textureResource": "mtr:custom_signs/custom_icon.png",
"customText": "你好|Hello",
"small": false,
"flipCustomText": false
}
id with an ID that you like. Only a-z, 0-9, -, _ and ! are accepted.textureResource with the path to the icon.Optional components
customText with any text that you want to render. Use a vertical bar (|) to separate between two languages.small to true if you want the icon to be rendered with a small padding around.flipCustomText to true if you want the text to be rendered to the right.Compulsory components
{
"id": "my_custom_rail",
"name": "My custom Rail",
"color": "E5E533",
"modelResource": "mtr:custom_rails/my_custom_rail.obj",
"repeatInterval": 0.5
}
id with an ID that you like. Only a-z, 0-9, -, _ and ! are accepted.name with a name that you like.modelResource with a path to the model.repeatInterval with the length of your model in metres.Optional components
color with a HEX colour value that you like. This will change the colour of the small square next to the object to that value.
Compulsory components Inside the square brackets of “objects”, add the following code.
{
"id": "my_custom_object",
"name": "My custom object",
"modelResource": "mtr:custom_objects/my_custom_object.obj",
"textureResource": "mtr:custom_objects/my_custom_object.mtl",
"color": "000000",
"flipTextureV": true,
"translation": [0,0,0],
"rotation": [0,0,0],
"scale": [1,1,1],
"mirror": [false,false,false]
}
id with an ID that you like. Only a-z, 0-9, -, _ and ! are accepted.name with a name that you like.modelResource with a path to the model.textureResource with a path to the model's texture.flipTextureV to false if your texture is flipped.Optional components
color with a HEX colour value that you like. This will change the colour of the small square next to the object to that value.translation, rotation and/or scale ([x,y,z]) if you want the model to be rendered by default to have that value of translation/rotation/scale.mirror to true if you want the icon to be rendered with a small padding around.Compulsory components
{
"id": "my_custom_lift",
"name": "My custom lift",
"color": "CCCCCC",
"textureResource": "mtr:custom_lifts/my_custom_lift.png"
}
id with an ID that you like. Only a-z, 0-9, -, _ and ! are accepted.name with a name that you like.textureResource with the path to the lift texture.Optional components
color with a HEX colour value that you like. This will change the colour of the small square next to the object to that value.Save the JSON file when you're done.
Please remember to validate your JSON file. Websites such as JSONLint may be used to validate your JSON. Minecraft will NOT load any custom resources in a mtr_custom_resources that is invalid!
To check whether your custom content has been added to the game, follow the instructions below.
Place down a sign, and scroll to the last page. Your custom sign should show.
Place down a rail, and use (right click) one of the rail node. Press Edit… and you should see your rail model.
Place down a decoration object, and use (right click) it. Press Edit… and you should see your custom object.
Create a lift structure, and use (right click) the lift track with a Lift Refresher. Press Style: … and you should see your lift retexture.