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Using Entity Texture Features for Emissive, Enchanted, and Custom Entity Textures

guide

Entity Texture Features (ETF) adds emissive and enchanted overlays, random and custom mob textures, and a player skin editing tool to Minecraft, all configured through its own settings screen rather than any crafting recipe.

Opening the Settings

The mod's options live in a config screen. A Settings button appears in the resource pack menu; its placement is controlled by the Settings button location option, which decides where that button shows up or hides it altogether. Hovering over any button in the interface displays a help tooltip explaining it.

Emissive and Enchanted Textures

Emissive entity textures turns on glowing overlays for entities, working with resource packs that follow the OptiFine format. Enchanted entity textures does the same job using the `_enchant` suffix instead. Emissive armor & trims can be switched off if modded armor misbehaves, since the armor code is known to conflict in some cases. Emissive shield textures and elytra emissive support are separate toggles; elytras only support emissive, because CIT mods already handle customizing them.

Emissive rendering mode chooses between Brighter and Default rendering. Brighter pushes emissives to maximum brightness and only partly works with shaders; Default keeps the normal renderer's shading, giving slight surface variation, less overall brightness, and generally smaller bloom under shaders.

Always check for '_e' emissive forces the mod to look for the `_e` suffix even when a pack defines a different one.

Selecting Pixels and Skin Features

Select your emissive pixels and Select your enchanted pixels let you click pixels directly on your skin to mark those colours. If you pick too many distinct colours, a warning appears that some may not work. The skin tool is opened with Open skin feature tool, and it is unavailable while Skin feature tool unavailable is shown. Settings changes do not reach the tool until the config is saved.

Player skin features enables emissive pixels, enchanted pixels, and blinking or closed eyes while sleeping on skins. Enemy teams skin features controls whether opposing-team players keep these effects in PvP and needs a restart. Player skin transparency permits transparency on the base texture, capped at an average of 60 percent, while Player skin 100 transparency removes that cap and also requires a restart. Enable transparency in ALL skins extends transparent rendering beyond ETF-enabled skins. Better vanilla skin transparency stops the vanilla transparency code from touching unused pixels.

Blinking is configured under Blinking mob settings: Blinking frequency sets the delay and randomness, and blink duration sets how long eyes stay shut. Blinking mob textures requires a closed-eye texture and optionally a half-closed one. Blink styles cover eyes of one, two, or three-to-four pixels tall, plus whole-face single-frame and two-frame variants.

Random and Custom Textures

Enable OptiFine random mobs activates randomized entity textures from resource packs. Block entity random textures and Block entity textures extend this to block entities, but neither works alongside the Enhanced Block Entities mod. Allow broken texture paths permits capitals and spaces in texture paths, off by default. Disable using default directory forces the optifine and etf folders instead of the vanilla folder.

Compatibility and Warnings

Several options exist for OptiFine parity: Prevent base texture overrides, Limit rule number gaps, and Allow random suffix number skipping. Allow warden glowing textures for full model extends the warden's glow texture across the whole model. Automatic animation compat and Automatic PBR compat stop the mod from touching animated or PBR textures when the relevant mods are present, though z-fighting can result depending on your shader. Ignore / hide config warnings suppresses warnings and stops features being disabled automatically for compatibility.

Trident and Elytra Notes

Tridents can use custom and emissive textures, with the item's name selecting the file — for example a name matching `bobbys_trident` picks `trident_bobbys_trident.png`, and the `_e` variant glows. An elytra scaling option corrects the model's thickness to match its intended two pixels, and needs a resource reload.