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21 changes: 21 additions & 0 deletions plugins/modded_entity_texture_remapper/LICENSE.md
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MIT License

Copyright (c) 2026 Globox_Z

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
33 changes: 33 additions & 0 deletions plugins/modded_entity_texture_remapper/about.md
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# Modded Entity Texture Remapper

Converts models with per-face UVs (for example **Generic Model**) to **Modded Entity** for Minecraft: Java Edition mods, and keeps the texture intact.

Java entity models only support uv UV: every cube has a single texture offset and its six faces are laid out in a fixed net. When you convert a per-face model with the normal *Convert Project*, Blockbench switches the cubes to box uv but leaves the texture as it is, so most faces end up showing the wrong pixels.

This plugin fixes that. It builds a new box uv texture and copies the pixels of every face to its new place.

## How to use

1. Open your model.
2. Go to **File > Convert Project**.
3. Choose **Modded Entity (Remap Texture)** as the format and confirm. Keep *Create Copy* ticked if you want to keep the original.
4. Check the result dialog, then save the new texture (`<name>_entity.png`) before exporting.

The project is a normal Modded Entity project afterwards, so the Java export works as usual.

## What it does

* Packs the box uv nets of all cubes into the smallest power of two texture that fits.
* Copies each face's pixels, including flipped and rotated face UVs.
* Checks every pixel afterwards and tells you if anything doesn't match.
* Keeps the pixel density of your old texture.
* Merges multiple textures into one, since Modded Entity only supports a single texture.

## Things to know

* **Stretched faces**: if a face's texture area doesn't match the face size, the pixels get resampled (some pixels are dropped or doubled). The result dialog lists these faces.
* **Overlay cubes**: a cube whose texture belongs to a smaller box, like a hat around a head, becomes that smaller box plus *inflate*. No pixels get lost that way. You can turn this off in **Settings > Edit > Remap Texture: Use Inflate for Overlay Cubes**.
* **Non integer sizes**: box uv needs whole sizes, so these cubes get rounded up and *inflate* compensates. Inflate is the same on all axes, so the size is only exact if every axis grew by the same amount. The result dialog shows what's left.
* Meshes and other elements that Modded Entity doesn't support get deleted by the conversion, same as with the normal *Convert Project*.

Unlike *Quick Box-UV Layout*, which only moves the uv rectangles, this plugin also moves the texture pixels.
19 changes: 19 additions & 0 deletions plugins/modded_entity_texture_remapper/changelog.json
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{
"1.0.0": {
"title": "Initial release",
"author": "Globox_Z",
"date": "2026-10-11",
"categories": [
{
"title": "Features",
"list": [
"Adds \"Modded Entity (Remap Texture)\" to File > Convert Project.",
"Packs all cubes into a new box UV texture and copies the pixels of every face, including flipped and rotated face UVs.",
"Turns overlay cubes into a smaller cube with inflate instead of resampling them.",
"Rounds non integer cube sizes up and compensates with inflate.",
"Checks every pixel after the conversion and reports resampled faces and geometry changes."
]
}
]
}
}
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2 changes: 2 additions & 0 deletions plugins/modded_entity_texture_remapper/members.yml
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maintainers:
- Globox1997
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