How To Get Resource Packs In Minecraft 1.9, Texture Packs

This article is about creating resource packs for Java Edition. For Bedrock Edition add-ons, see Tutorials/Creating resource pack add-ons.

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1 Preface2 Getting Started2.2 Tools3 Creating a resource pack3.3 Formatting pack.mcmeta3.3.1 “pack_format”3.4 Testing your Pack4 Adding content4.1 Structuring the assets folder4.3 Modifying an Entity”s texture4.3.1 Finding the vanilla texture4.4 Modeling Blocks/Items4.5 Changing existing sounds or music4.6 Adding new sounds or music


Resource packs allow users to include files that can modify or add custom textures, models, animations, music, sounds, user interfaces, and languages that change the way some things in behave or look.

What NOT to do

There are some things that you should NOT do when creating a resource pack, which includes but is not limited to:

Release files that allow users to play a release of without having purchased it from Mojang.Release the decompiled source code of in any way.

In any case, you should always follow the Terms and Conditions on the Mojang Studios website.

It is also suggested that you never extract game files to your desktop, as it can result in technical issues.

Getting Started

Making a Resource Pack has a unique mechanic that allows for text and media files to be added to the game files that allow for everything from custom block textures and models to custom credits and sound events. This tutorial is meant to help with setting up the file systems in order to implement them. Since the files are essentially code, there are technical rules for how to format files and certain things may change from version to version. As such, what is written in this tutorial may not apply to every situation, but in the case where the difference is significant and specific, it will provide a framework on the changes needed for different versions.

This tutorial is geared toward the latest release of, which is currently 1.16.5.


Creating custom files for, whether in the forms of resource/data packs or mods, is somewhat technical and can be difficult. There are many rules that must be followed in order for add-ons to work correctly, most notably how the files are formatted. There are many tools that can help mitigate these issues, some of which are listed here.

File Archiver

To access the base assets of to edit textures, models, or sounds, a file archiver is needed. 7-Zip or WinRAR are suggested. MacOS has a built-in file archiver called “Archive Utility” that can be used, but if an alternative is wanted, The Unarchive will do.


Making a resource pack involves creating JSON text files, which can be tricky to use and format correctly. Many IDEs (Integrated Development Environment) assist with formatting these files and making sure proper syntax is used, as well as help organizing files in a project. Here are some suggestions:

Audio Editor

In order to add sound files, you must put it in the proper format (.ogg). While this can be done using one of numerous sites online, an audio editor program is suggested to allow customizing or trimming of audio files. Audacity is one of the most popular audio editors.

Image Editor/3D Modeling Tool

To add textures or custom models, it is suggested to use a modeling program that allows for a visual-based editing system. Like with audio conversion websites, there are many online tools, though a common recommended program is Blockbench. Most image editors will suffice to modify textures, but it is recommended to use an editor that supports transparency such as or so that you may add transparent pixels to textures.

Creating a resource pack

All the resources and instructions in a pack reside in the pack folder, which lives in the “resourcepacks” directory. You may wish to use an IDE to help keep track of the files within your resource pack if there are multiple.

In versions 1.11 and higher, all file names within a resource pack should use lowercase letters only.

Creating the Folder

The first thing we need to do is create the folder that will contain all the resource pack files. Create a folder on your desktop or another easily accessible location and name it Tutorial_Resource_Pack. This will eventually be the name displayed in the resource pack menu.

Creating a .MCMETA file

Within your resource pack folder, we need to create a pack.mcmeta file. This lets know that the folder is a resource pack and contains useful information such as:

The recommended version for the resource pack.The description displayed under the pack title in the selection menu.Preliminary information on any custom languages added in the resource pack.

To create this file, we need to create a text file within the folder and name it pack.mcmeta.

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Make sure the file extension is .mcmeta and not .txt or the pack may not be detected. When renaming you may get a warning that changing a file name extension could make the file unusable or may switch the program required to open it. You can still open this file in a text editor by right-clicking the file and selecting the “Open With” option. Note: You may need to select a program using your file browser.

Formatting pack.mcmeta

Open pack.mcmeta in a text editor or IDE of your choice and type or copy+paste the following:

“pack_format”The value of “pack_format” tells what release the resource pack is designed for, and is different for certain versions. The following list what versions each value is associated with:

Note: As more updates are released, values may be changed or added.


The text following “description” is displayed under the pack title in the selection menu, and must be put inside quotes “”. If you wish to use special characters, you can enter the Unicode code for the character in the format u####, where #### is the Unicode hex code for the character. Say you want to use the letter Þ (Thorn), which has code U+00DE. Inside the description you would type u00DE. Make sure that you are using the correct slash, or it may not work. A list of Unicode codes can be found here. Note: Only the characters 0000-FFFF (BMP) are supported.

Correct Syntax

Be very careful not to forget quotation marks “”, colons :, braces {}, or square brackets <>. Missing one of these can lead to your resource pack not being detected by Make sure that your pack.mcmeta file matches the one shown above.

Testing your Pack


At this point, you can test if the pack is formatted correctly by putting it in the game! To do this you must place your resource pack folder in the pack folder. You can access it by selecting “Options”, then “Resource Packs”, then “Open Pack Folder”, or you can navigate to it from your file browser:

For Windows, right click on the start button → run → type in %appdata% → → resourcepacksFor MacOS, go to Library → Application Support → → resourcepacksFor Linux, go to ~/ (/home//

Once you have the folder open, you can drag your custom pack folder and drop it in.

If you have formatted the files correctly, you should see your resource pack appear in the menu.


If you don”t see your pack in the list, make sure your pack.mcmeta file is correct and saved in the folder. Look for any missing braces {}, commas ,, colons :, quotation marks “”, or square brackets <>. Remember that for each open brace, quotation, or square bracket, you must have a closing bracket, quotation, or square bracket.

Pack icon

If an icon is not specified, a cobblestone icon will show up next to the pack. If you want to use your own pack icon, you can place it inside your resource pack folder with the name pack.png. The file must be a PNG, and works with any square resolution, but a 128×128 pixel image renders the best.

Adding content

Structuring the assets folder

Now that you have your resource pack set up, you can start adding content to it. Most files you add will be in a subfolder called assets. Simply create a new folder inside your resource pack folder named assets. This, pack.mcmeta, and pack.png should be the only files located directly in your parent resource pack folder. Any other resource files must be located somewhere in assets or they won”t be read by

Adding a namespace folder

Next, inside your assets folder is your namespace folders. These help separate the files in your resource pack so that there is no confusion between which files are located where. If you plan on modifying or replacing vanilla resources, those files would go into the namespace folder. Custom additions should go in your own namespace folder, which for this tutorial will be named custom. In the future, you should use a significant or unique namespace so that there isn”t a possibility of other resource packs confusing which files belong where when multiple packs are loaded.

Accessing the vanilla resources

If you plan on editing multiple resources, or to help ease of access, you may want to save a copy of the vanilla resources in an accessible location in case some things rely on other files within the directory. To do this, you need to navigate to the vanilla resources file by opening the versions folder inside the directory. You should see a list of numbered folders, which correspond to versions that you”ve loaded or used in the past. Open the folder corresponding to the version you want for your resource pack (in this tutorial it would be 1.16.5) and extract the JAR file located inside, which can be done by right clicking the file and selecting a file archiver from the “Open With” option. You may want to save this in an accessible location for future reference, as certain tasks such as modifying block models require textures in addition to the model files. If you do not have a program that can open .jar files simply change the extension from .jar to .zip.

Modifying an Entity”s texture

This section goes through the process of modifying a texture, using the creeper texture as an example.

Finding the vanilla texture

First, you will need the vanilla resource to get the texture you want to edit. This will be located in the extracted version folder that was created in the previous section. In the extracted folder, navigate to assets→→textures→entity→creeper where you will find creeper.png. Save a duplicate of this file somewhere accessible or keep the folder window open during the next few steps.


Next you”ll need to replicate the folder structure of the vanilla pack within your resource pack, which lets know to use the texture. Since we are modifying a default texture, this will be in the subfolder of our assets folder. Within the folder of your resource pack, do the following:

Inside, create a folder called textures.Inside textures, create a folder called entity.Inside entity, create a folder called creeper.Copy the creeper texture from the vanilla resource pack into your newly created creeper folder.

Now that you have the normal creeper texture placed in your resource pack, open it up in the image editor of your choice. It should look something like the image shown.

Since texture files are very small, you may need to zoom in.

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A quick note on textures

If you”ve never seen a texture before, the above image might surprise you. Most textures look this way and are “wrapped” around a model, like wrapping paper around a present.

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