Asset Pack Tutorials

A place to share any BTA!-compatible asset packs.
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camoweed_
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Asset Pack Tutorials

Post by camoweed_ »

= Step by step asset pack setup guide =

In this initial post I will explain how to create an up to date asset pack template you can use for reference.
Here I use 7zip and Windows, but you can follow these steps with your linux of choice.

1. Navigate to your instance folder

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2. Inside "jarmods" you will find bta.jar
If there is no bta.jar, make sure you have launched the game at least once

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3. Jar files can be extracted like any .zip

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4. Extraction reveals goodies

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5. Copy "assets", "manifest.json", and "pack.png" to another folder
There are some other interesting things here, but for making a simple texture pack those three should be enough

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6. Edit manifest.json
If "format" doesn’t match the default you will get an outdated pack error
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That's it!
You can simply drop your pack into minecraft/texturepacks and begin editing textures.

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You do not need to compress or archive an asset pack! A regular folder is fine.

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Because we copied the entire assets folder, there are files we may not need!
This includes some files for the seed viewer and sounds.

You do not need to include any assets you don't want to change.

Following this guide will ensure every file is named and structured correctly.
For extra polish, only include files you actually change in your publicly released packs!


= Sharing your asset pack (as an archive) =

While you do not need to archive an asset pack in order for it to work, you may want to do this so you can share it online.

This is a common hurdle for people, as suddenly their pack stops working when they put it in a .zip!

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Archive all the files you copied in step 5, NOT the folder you copied the files into
Doing so will ensure the folder structure remains intact and will work as a .zip!


= Extra tips =

Press F3 + R to reload textures in game!
This allows for easy hot reloading.

There is more in bta.jar
It is worth looking around and seeing what you find.
Some notable examples include "font", "font.txt", "holidays", "lang".
Asset packs can change more than just textures!

This works for babric mods!
Don't know how to structure your texture pack for a mod ? Follow these steps with the mod.jar instead!

You are mimicking bta.jar with your pack
Thusly the folder structure should be exactly as it is in bta.jar.


That is all for this guide, thanks for reading! I hope it was helpful, maybe you learned something.
If you're willing to contribute knowledge to the thread, that would be greatly appreciated.
In particular if you are familiar with lightmaps or colormaps I would love to hear any insight!
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wildforester
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Re: Asset Pack Tutorials

Post by wildforester »

Nice, a guide!

Here to interject on some good to know things that should prevent pain when making an asset pack.
  • For the holidays file path to be looked at by BTA, you must mimic the primary file path to that location.

    For example, in my asset pack I edit the sugarcane texture at:
    XmasSpirit\holidays\xmas\assets\minecraft\textures\block\sugarcane.png
    but BTA won't display that texture at Christmas time if I don't also include:
    XmasSpirit\assets\minecraft\textures\block\sugarcane.png

    Unfortunately to make holiday specific textures you must also copy base game assets (this is not an issue if you retexture everything ofc ;))
Me when you uhhh.... mmhhh... ehh:
:roll: ;) :P :oops:
But I'm actually a:
:wolfblock:
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