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Getting Started

JustAHuman-xD edited this page Jan 30, 2026 · 6 revisions

Important

Make sure you have completed setup before going any further!
All pages from this point onward involve editing your own pack repository.

Getting Started

The first thing you should do after setting up your repository is rewriting the README.md for your own resource pack. It's not required for using the generator, but it's good for separating your pack from the rebar pack generator template.

The Generator

The first thing you should understand is that all of the files you need to modify or that you will be adding will all fall under the input/ folder. All files that you would normally have in the resource pack zip, go under the input folder.

The generator will automatically handle adding any textures you supply it with to the blocks & items atlases respectively, you do not need to do it yourself.

Pack & Generator Settings

If you've made resource packs before you should be familiar with the pack.mcmeta and pack.png, if you aren't here is a tutorial from Minecraft themselves.

First you should edit pack.mcmeta and upload your own pack.png to overwrite the default one. The initial pack.mcmeta should look something like this:

{
  "pack":{
    "pack_format":64,
    "description":[
       "REPLACE_ME Resource Pack",
       "\n§7v{version}"
    ],
    "supported_formats":{"min_inclusive":9,"max_inclusive":68}
  }
}

Afterwards you should also see a settings.json file in the input folder, it should look something like this:

{
    "name": "REPLACE_ME",
    "version": "1.0.0",
    "pack_squash": true
}

Here you'll specify the name & version of the generated pack, the resource pack zip generated will use the "name" specified here. The "version" option is more of a formality, and will be automatically added to the generated packs pack.mcmeta replacing {version}. Finally the "pack_squash" option controls whether pack squash will be run on the generated pack. Pack squash minimizes the size & load times of resource packs. If "pack_squash" is enabled, our default configuration will be used to losslessly reduce the size & load times of the pack.

Pack Structure

The last steps before adding custom rebar item, block, armor, etc, assets to your pack, is setting up the addon's assets folder. If you've made a resource pack for Minecraft before, this should feel pretty familiar. Create a folder named the same as your rebar addon's id at input/assets/<addon>/, for example: input/assets/pylon/. Just like how all vanilla minecraft assets fall under assets/minecraft your addon's assets fall under input/assets/<addon>

After you've done that you're ready to start actually adding & generating assets! See Adding Assets

Summary

  1. You've rewritten the README.md
  2. Updated the input/pack.mcmeta
  3. Replaced input/pack.png
  4. Updated input/settings.json
  5. Created the input/assets/ folder & input/assets/<rebar_addon_id>/ folder

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