Adding in Dragon Textures

**Welcome to the Dragon texture guide!! Here is where you'll find a guide upon how to add dragon textures to your dragon fire world.**

*Editors note: This guide is guide is mostly geared to windows users, but the process between MacOS and windows is largely the same and any differences will be noted below, but since I don't have MacOS there may not be pictures for it*

**Click HERE**! **to download the latest official DragonFire Texture!**

## Adding in Dragon Textures

While it is a simple enough endeavor to add textures to your dragons you will still have to deal with some light coding, so if it's not spelled right then you could end up with an invisible dragon, the official video upon how to add textures will be linked here.

#### Step 1) Find/Create a Texture for your Dragons:

There are multiple locations where you can find dragon texture such as on YouTube and the official DragonFire discord! If you happen to not find a texture you like or you seek to make your own textures then here is the link to textures post on patreon. You'll also need a program to edit the textures and most photo editing programs will work as long as the final image is exported as a .png

**In this guide I'll be using a silver, green, and purple Nadder textures to show you how to add multiple textures to one dragon or how to just add one. The texture I use are already in the base game, so they won't be provided and are just being used as an example.**

#### Step 2) Install a JSON Editor:

For this, you'll need to find and install a program that can edit JSON files. This step is for preparations for a few later steps where you'll need to make a pathway for the mod to follow, don't worry it's a simple process, but I recommend Notepad++ for Windows users and Brackets for MacOS users.

#### Step 3) Move the Desired Textures to Accessible Locations

This step is meant to just be for ease of use later and can be skipped, though I would recommend placing the textures on your Desktop so you can easily find them later in this process.

#### Step 4-Windows) Access the "**.minecraft"** Folder:

Now that most of the preparations are done you'll want to access the .minecraft folder by pressing the Windows key+R at the same time then type in %appdata%\.minecraft.

#### Step 4-MacOS) Access the Minecraft Application Folder:

For Mac users you'll want to press the command key and space at the same time and then type ~/Library/Application Support/minecraft

#### Step 5) Accessing the "**textures"** Folder:

##### Step 5.3) Finally you'll see a folder called **textures**

**Or if it helps you'll go like this .minecraft

⟶

{\displaystyle \ce{->}}

config

⟶

{\displaystyle \ce{->}}

dragons

⟶

{\displaystyle \ce{->}}

textures**

This folder is where all the texturing and coding magic will happen.

#### Step 6) Duplicate the file **Sample.json:**

In this folder, you will find a file called, "Sample.json," duplicate this file. Once it's duplicated I'd recommend renaming the copy to the name of the dragon species such as **Sample.json

⟶

{\displaystyle \ce{->}}

Nadder.json**

We'll be coming back to this file later.

#### Step 7) Creating the Necessary Folders:

##### Step 7.2) In the **dragons species folder** you'll want to make a new folder that is named relative to the texture that will reside in it

*Editor's note: Any spaces present in the file names should be replaced with \_ (aka underscores), so if the dragon name is* **Crimson Goregutter** *you'd write it as* **Crimson\_Goregutter** *and the* **Titan Woolly Howl** *will be* **Titan\_Woolly\_Howl***, but in the end remember that all spaces in file and folder names should be replaced with \_ or else your code and texture won't work.*

In my case I'd create a folder named Nadder and then another folder named Green. It'd look like this **textures

⟶

{\displaystyle \ce{->}}

Nadder

⟶

{\displaystyle \ce{->}}

Green**

#### Step 8) Move the textures you want to add, into the folder that is named relative to the texture:

This is why I moved the textures I wanted earlier to my desktop as it just makes things easier.

Now the pathway for me would look like this **textures

⟶

{\displaystyle \ce{->}}

Nadder

⟶

{\displaystyle \ce{->}}

Green

⟶

{\displaystyle \ce{->}}

Nadder\_Green.png**

*Editor's note: If you have a baby texture and a sprite for the texture as well put them in here*

#### Step 9) Open the .json file in the **textures** folder:

Once it's open you'll see something that looks like this

#### Step 10) Writing the Code:

* Where it says **"exampledragon"** you'll want to put the name of the dragon species in there such as **"nadder"**, **"nightfury"**, **"titan\_woolly\_howl"**, etc.
* Where it says **"texture\_name"**, is the name the game will give the texture, so you can put whatever you want in here
* Where it says **"path\_to\_adult\_texture\_relative\_to\_cwd"** you'll want to make a pathway for the mod to follow. You'll want to have the name of the species folder and texture folder that you created in earlier texts it should look like this **"name\_of\_species\_folder/name\_of\_texture\_folder/texture\_name"** for the green nadder texture I'm using as an example the pathway that it currently has is **textures

⟶

{\displaystyle \ce{->}}

Nadder

⟶

{\displaystyle \ce{->}}

Green

⟶

{\displaystyle \ce{->}}

Nadder\_Green.png**, so you want to make this (or whatever pathway you have) into some code such as now I'd put **"Nadder/Green/Nadder\_Green"** in the quotation marks
* In the area where it says **"path\_to\_child\_texture\_relative\_to\_cwd"** you'd want to do the same thing or if you have a baby texture change the name of the texture name to the baby texture name
* The ones that says which sprites are the same as the two above
* Where it says rarity you'll want to pick out one of the rarities or it will default to common
* Natural is used to say whether or not the texture will spawn on dragons naturally, if set too false then they won't generate naturally, if set too true they will generate naturally

*Editor's note: If a pathway isn't given for the mod, it will fill it with the missing texture file (invisible for dragons and purple and black with sprites), so if you want the texture you can leave the sprite one blank or leave it unchanged.*

Here goes an example of the same code filled out above for my green nadder example

#### Step 11) Launch the Game + Test it Out!

In this test world you want to get out a the item called dragon spawner. Once this is out you'll see this menu.

* Where it says dragon you'll want to click it and find the dragon species you added the texture too
* Then click texture and you should see the name of the texture option (whatever you ended up calling it, I ended up calling mine green)

## How to Add Multiple Textures to a Single Dragon Species

The overall process is mostly the same expect when it comes to coding and where to put the files, but I'm going to go over the changes that need to be made for it to work, if you're adding another texture to another dragon species just repeat the steps above. As it's a different dragon.

#### Difference 1) The Folders:

Instead of just having one folder in the dragon species folder you will have one folder for the set of texture and sprites per skin.

As seen above I have each dragon texture in a different folder (all textures relating to that texture such as baby form and sprite will still go in it).

Now instead of having just **textures

⟶

{\displaystyle \ce{->}}

Nadder

⟶

{\displaystyle \ce{->}}

Green**. I know have this **textures

⟶

{\displaystyle \ce{->}}

Nadder

⟶

{\displaystyle \ce{->}}

Green,Purple,Silver**

#### Difference 2) Coding

You'll want to open the dragon's species highlight the texturing code as seen below

Once you have it selected you will copy and paste the code for however many dragon textures you wish to add and since I plan to add three texture I pasted it three time.

Once you've pasted the code however many times you'll want to make sure to put , at the end of each {} except for the last one as seen above. After that has been done you're free to start filling out the code as you did in the previous one, look back at step 10 if you want a refresher for it.

This is an image of the completed code if you wanted to see how it was supposed to look with multiple textures coded in.