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Resource pack and HUD

NP Editor builds a server resource pack from scratch using only the assets you imported and painted in the editor. It does not read or merge existing resource packs. The target is Java 1.21.11 (pack_format 75). Custom blocks, props, weapons, armor, effect frames, sounds, sky images and HUD images go into a single zip.

WhatWhere
Resource pack panelWindow › Resource pack
Build the resource pack directlyBuild › Build resource pack
Resource pack section of the export windowBuild › Export: Resource pack piece · .npbuild (Ctrl+Shift+E)
Asset EditorDouble-click a custom block or prop in the Content Browser, or Window › Asset Editor (selected custom)
HUD · item texturesTools › HUD · item textures → HUD panel in the bottom area
  1. Import a model (Import in the Content Browser). For details, see Importing custom models.
  2. Save the world. The project folder is the folder that contains the world file.
  3. Open Window › Resource pack. Check the items to include in the Included table.
  4. Click Check to do a trial build in memory. No files are written.
  5. If there are no items under Problem, click Build resource pack.
  6. <name>_rp_vN.zip and <name>_rp_vN.zip.sha1.txt appear in the output folder.
  7. Upload the zip to the web and put the three lines of .sha1.txt into the server’s server.properties (change only the URL).
KindWhere it goesNotes
Custom blocksNote block states + block models and texturesState assignments are kept in a fixed table.
PropsItem model (item_model)The server places them as ItemDisplay.
WeaponsItem model + hand display (display)The coordinates you made are used as-is.
Armor1.21.4+ equipment + equipment texturesTextures are 64×32 (width = height×2).
EffectsAn item model per frame + np_effects.jsonThe server plugin switches them every tick.
Soundsassets/<ns>/sounds.json + ogg + subtitlesSky and sound
SkySun · moon (8 phases) · cloud imagesSky and sound
HUD · item texturestextures/gui/sprites/hud/… · textures/item/…See “HUD · item textures” below
  • If a model texture is named glow or emissive, or ends with _glow or _emissive, it is an emissive texture. Set the strength with the tag light=N (1–15).
  • When Include in resource pack is off in the Asset Editor, that asset is left out of the pack. It stays in the registry and the map.

Since 0.9.9: If an OBJ, FBX or glTF model was imported in its “original shape”, it is automatically converted to a display (cube model) when building the resource pack, with a warning.

PartContents
HeaderThe file name to build, <name>_rp_vN.zip, and the pack.mcmeta description.
Build resource packBuilds a complete resource pack + .sha1.txt. Never overwrites; uses the next number.
CheckDoes a trial build in memory and shows the self-check, errors, warnings and zip size. Warns above 100 MB.
Refresh · Open output folderReread the list · open the output folder
Also copy to Minecraft resourcepacks folderAlso puts the built zip into .minecraft/resourcepacks. Does not overwrite a file with the same name.
IncludedCustom blocks · items · props · textures · sound events · block sounds · sky (sun · moon · clouds) · excluded assets. Double-click a row to open the Asset Editor.
ProblemMissing source or icon files, duplicate item model ids, textures over 512 or not a power of two, missing sound files, etc.
Version historyList of built versions and their SHA-1. Double-click a row to copy the SHA-1.
  • The file name is chosen in this order: resource pack name in Project Settings → map name → file name.
  • The description uses the resource pack description in Edit › Project Settings…. If empty, the export window setting is used.

Resource pack section of the export window

Section titled “Resource pack section of the export window”
FieldMeaning
ModeStandalone (server-ready) — default / Fragment (merge into existing pack) — legacy mode
DescriptionThe pack.mcmeta description. You can use § color codes.
VersionVersion label appended to the description. If empty, the file number (vN).
Pack iconpack.png (128×128 recommended).
Allow minecraft: idsAllows item ids in the minecraft: namespace (overrides vanilla items).
Build resource packBuilds only the resource pack (no .npbuild, .schem or registry).
SHA-1SHA-1 of the built zip. Copy it with Copy SHA-1.
FieldMeaning
Typeprop · block (custom block) · weapon · armor · effect
Item model idnamespace:path (for example noplatea:skill_meteor). If empty, the default noplatea:editor/<id>.
IconFlat icon PNG (16–512). Not available for blocks.
Hand display slotRotation (°) · translation (px) · scale for each display slot of a weapon. Reset this slot · Reset all
Armor texturePNGs for the humanoid · humanoid_leggings layers (64×32).
Effect group · number · ticksFrame group id, frame number, length of one frame (ticks). Apply

Edited values are saved immediately to the project registry (assets/registry.json). The same fields are also in the Asset Editor’s details.

Since 0.9.9: You can replace HUD elements and vanilla item textures with your own images.

For each element, choose Vanilla, Replace or Hidden. Behavior and positions, such as health blinking and absorption hearts, are handled by the game as usual; only the images change.

ElementContents
Hearts (health)Including poison, wither, absorption, frozen and hardcore hearts
HungerFood bar (including the hunger effect image)
ArmorArmor bar
Air (underwater)Breath bubbles underwater
Experience barBackground · fill
Hotbar9 item slots · selected slot frame · offhand slot
CrosshairThe cross in the center of the screen
Attack cooldown indicatorAttack-ready indicator below the crosshair or next to the hotbar
Mount healthHearts of mounts such as horses and pigs
Jump bar (horse)Horse jump strength bar
Effect slot backgroundBackground of potion effect icons at the top right
ModeWhat goes into the resource pack
VanillaNothing is added.
ReplaceReplaces only the images of the chosen slots. Other slots stay vanilla. 2× and 4× high-resolution images also work (only the aspect ratio must match).
HiddenAdds a transparent image of the same size. Health and hunger calculations are unchanged.
  1. Open Tools › HUD · item textures.
  2. Choose Replace from the dropdown on the element row.
  3. In the Painting group, click Image… for each slot and pick a PNG.
  4. Check it in the Game screen preview on the right (GUI scale ×1–4; check Underwater to see air bubbles).
  5. On the Item textures tab, search for a vanilla item and replace it with Replace image… (16×16 recommended).
  • Settings are copied to <project>/assets/hud.np.json and chosen images to assets/hud/….
  • The HUD is included only in a complete (standalone) resource pack. In fragment mode only a warning is shown.
  • All vanilla removes all slot and item texture replacements. The copied image files remain.
  • Item texture replacements are visible to everyone who receives the server resource pack.

The project folder is the folder that contains the world file (.npworld). Resource pack sources are under its assets/.

PathContents
assets/registry.jsonCustom registry (blocks · props · item types · item model ids · display slots)
assets/models/Imported models and their versions (<name>_vN)
assets/textures/Textures (armor textures, etc.)
assets/sounds.np.json · assets/sounds/Sound registry · sound files
assets/sky.np.jsonSky decoration
assets/hud.np.json · assets/hud/HUD settings · HUD images
KeyAction
Ctrl+Shift+EExport window
Ctrl+UUV Editor
F (Asset Editor preview)Frame the model
  • If the self-check has errors, no zip is created. Use Ignore errors in the export window only for review.
  • The same input produces a byte-identical zip. Changing the pack also changes the SHA-1, so update server.properties too.
  • If you change the id of a custom block or prop, already placed ones keep the old id.
  • HUD images and font images do not get the “not a power of two” warning.
  • New HUD elements such as a mana bar or quests (font glyphs + server action bar) are not available yet.