16X Textures
If you don't know what 16X textures are, they are the basic textures for Minecraft that you see all the time. There are also HD textures such as 32X and 64X, but we won't go into those yet. So first of all, you need a program that's simple and easy to use. I prefer Paint.NET because it's really helpful with texturing and it's FREE! If you want to go ahead and use Adobe Photoshop, suit yourself, but I use Paint.NET. Here is a link for it. Install it like usual and after it's done exit out.
Once that's done, you want to download a 256X spritesheed. If you don't want to create your own, here's a link. Each texture is 16x16, starting from the top left. It starts at 0, eventually going to 255 giving you 256 textures per spritesheet. You should also rename it to whatever you need to rename it to.
Paint.NET is very, very straightforward so it's not that hard to figure out and use.
That's basically it, if you want to know how to use Paint.NET in-depth, go onto the website and look at the support they have or if you want I can put up a section on it.
To actually have your blocks and items load the spritesheet, you're going to need to use this method:
public String getTextureFile()
{
//The actual spritesheet.
return "/myblocks.png";
}
Just rename myblocks to whatever your file is called.
Once that's done, you want to download a 256X spritesheed. If you don't want to create your own, here's a link. Each texture is 16x16, starting from the top left. It starts at 0, eventually going to 255 giving you 256 textures per spritesheet. You should also rename it to whatever you need to rename it to.
Paint.NET is very, very straightforward so it's not that hard to figure out and use.
That's basically it, if you want to know how to use Paint.NET in-depth, go onto the website and look at the support they have or if you want I can put up a section on it.
To actually have your blocks and items load the spritesheet, you're going to need to use this method:
public String getTextureFile()
{
//The actual spritesheet.
return "/myblocks.png";
}
Just rename myblocks to whatever your file is called.