resourcepack.ai
DOCS

Resource packs

Importing

Import, next to New pack, takes an ordinary Java Resource Pack .zip and turns it into a pack here, with every texture, model, font, GUI sheet and sound it can represent opened up for editing.

Import always creates a new pack. It never merges into an existing one, because most of what two packs hold would collide; use Moving assets between packs afterwards if you want pieces of it somewhere else.

How it runs#

  1. 1

    Pick the zip

    The archive is opened in your browser, and nothing is uploaded at this stage. Real packs run to hundreds of megabytes, and most of that (the parts we can't use, the duplicates) never needs to cross the wire at all.

  2. 2

    Review what was found

    The review screen lists what will come in, and just as deliberately what won't, file by file, with the reason. A pack where 340 of 900 files come in and nothing says where the rest went reads as broken; the report is the answer to that.

  3. 3

    Approve it

    Only now does anything upload. The pack is created and fills in; if you cancel partway, the Studio asks whether to keep or delete what already landed rather than deciding for you.

What comes in#

  • Block and item textures, including everything outside the curated pickers: if the game has a texture by that name, the reskin is accepted.
  • Block models, with their textures. Models whose faces point at vanilla textures come in correctly, referencing the real thing.
  • Icons, when the pack's font files describe them: the font/*.json grid is what lets a glyph sheet be split into individual icons. Capped at 256 per import.
  • GUI sheets for the screens in our catalog, cut using the known window regions.
  • Sounds, when sounds.json names them: a sound is its event, and the file name alone never says whether an .ogg replaces the creeper fuse or adds custom.laser. Audio no event names is reported as unreachable rather than imported under a guess. Capped at 64 per import.

Multi-version packs are handled. A pack that ships overlays for several Minecraft versions has the overlay matching its own declared version applied over the base; the base files it replaces are reported as superseded, and the other versions' trees are set aside rather than mixed in.

What can't come in#

Reported, never silently dropped:

  • Entity, painting and particle sheets. Their layouts live in the game's own code, not in the pack, so there's no honest way to cut them up.
  • Core shaders.
  • Blockstate and item definition files. The Studio owns those: carriers and variants are reallocated on export rather than copied through.
  • Audio that isn't Ogg Vorbis. Ogg Opus has the same extension, plays fine on a desktop, and silently fails in game, so it's caught here with a message instead.
  • OptiFine extensions.

Round-tripping our own export#

Importing a pack this Studio exported mostly restores it: geometry, textures and sounds survive. What doesn't, yet: a model's animations, bones and display settings come back as plain geometry, and per-face block textures return as ordinary model textures. Keep the original pack around rather than treating export-import as a backup loop.