_emissive. Lode Items draws it over the texture at full brightness, so those pixels shine even at night or deep in a cave. There’s no config key: the file being there is enough.
items/weapons/ember_blade/ember_blade.yml
Drawing the glow
- Make it the same size as the texture. Paint the parts that should glow, and leave the rest transparent.
- Its pixels are drawn over the texture, so you can paint them in a brighter colour than the texture has there, or copy the texture’s own pixels to make them glow as they are.
- Draw glowing pixels opaque. Pixels less than half opaque only tint the texture, without glowing.
- For an animated texture, the glow can be one frame (it’s repeated down every frame) or the whole strip. A glow of any other size is stretched to fit, with a warning.
light: for that.
Where it works
Glyphs and fluids don’t use glowing textures. Fluids have their own
glow and light options instead.
Shader packs
Shader packs draw the game in their own way, so Lode Items adds the glow to the pack in their formats as well:- No shader pack: works for everyone with the resource pack.
- OptiFine, and Entity Texture Features for entities and armour, read the glow from
_etextures, which Lode Items writes for you. - Iris shader packs that support LabPBR resource packs read it from
_stextures, also written for you.
Without shader packs, glowing needs Lode Items’ own versions of some of the game’s shaders. They’re only added to the pack when something glows. Another resource pack that replaces the same shaders can’t be used at the same time.
