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Looking into the resourcepack for Impossible Getaway, without opening any of the files, one thing that can be seen immediately are a lot of qubicle files and a cubik file.
Qubicle is a voxel editor, most of the models seen in Impossible Getaway were initially made in, before being converted to JSON via Cubik Studio, the problem with this is Minecraft only uses JSON files, which means all these files are redundant and don’t need to be included in the resourcepack.
The easy way to help prevent this is to keep all your working files outside of the resourcepack and then when a file has been finished, ie when a model has been converted to JSON, then it should be moved to the resourcepack which will be used in the map.
Two other thing that can be seen without having to open any of the files are a few default textures left in the resourcepack and a couple of old files being left in the resourcepack.
The problem with leaving a few of the default assets in Impossible Getaway is mainly down to the fact the block textures that have been left in aren’t actually used within the map, leaving default textures in a resourcepack can be useful, to ensure the textures stay the same, but as the textures aren’t used in this map, leaving them in the resourcepack is actually unnecessary.
There is a few old files which have been changed over time, or forgotten about, these files have no effect in the map itself and in one instance the new file has been overwritten by an old file.
This is the change to icons.png which in the map is supposed to remove the experience bar and the attack indicator, but the wrong file has been changed. Minecraft uses the icons.png but in Impossible Getaway icons1.png has had the experience bar removed and not the icons.png, which means that the experience bar can still be seen in game.
This can be avoided by using two resourcepacks an initial test resourcepack in which assets can be placed in to test, change and move around, then all assets are that needed and only the assets that are needed can then be moved to a separate final resourcepack which will be used in the map.
You could delete unused assets from the resourcepack and use that, but you could miss assets and then they would be left in which is not what we want, by moving assets if you miss an asset then a certain part of the map won’t look right and you can then just move the assets you missed into the final resourcepack, but at the end of the day it will come down to personal preference.
Continuing without opening any files the next thing that should be focussed on is the structure of folders and the names of files within them.
There is a lot of different folders many of which aren’t contained within the default Minecraft assets, this is recommended, splitting up assets into further folders for better structure does no harm and helps make the resourcepack less cluttered and easier to navigate through when you want to find things, or other people that might me working on the same resourcepack.
You could even take this one step further and create a custom namespace for all your assets, except for the default assets that you are replacing ie default models.
Although there is a lot of folders there is also a fair number of files literally just named as numbers.
This shows 4 folders each containing files which are named with just numbers, even though these are located inside separate specific folders naming files with such generic names is not recommended, having these files named something like help1, help2, … help6, and for the car files they could even be named car_yellow, car_blue, car_grey … rather than just a number it will make things a bit better to understand when working inside model files.
Finally looking into files, the first file to look at is the lang file en_us.lang.
It contains all lines from the default language file, that’s 2700 lines all from the default assets. Minecraft actually will use the default language file for any line not included in a language file contained in a resourcepack, which means you should only include the lines that you change rather than all 2700 lines, which in the case of Impossible Getaway is only about 5 lines that are changed.
When you want to change text with a language file only include the text that you are changing and don’t include any other lines as they won’t make any difference.
Looking into a few of the models reveals that the block model feature of parents hasn’t been used. Not all models in the resourecpack can be a child model but mainly the help signs and the cars could be changed to have a parent model and then other models becoming children of these.
Parents should always be used, never copy and paste a model always use parents even if it’s only two models making it a parent takes no time at all and shouldn’t be skipped over just because copying files is easier than writing one line: “parent”: “path/to/model”.
Most of the models included in the map are voxel models, which have been converted to JSON via Cubik Studio.
One problem with voxel models is down to the way Cubik converts from voxels to elements, Cubik isn’t perfect and doesn’t like to intersect elements when converting from voxels to elements, this can be seen perfectly with one of the models in Impossible Getaway.
This meteor can be made with 5 elements easily, unfortunately due to Cubik’s algorithms it has created this with 18 elements none of which interesect at any point. This is one reason to avoid overusing voxels in Cubik, it’s an easy form of modelling but it can produce models like this, modelling with elements can help produce more optimised models and should be a more viable option.
The other reason is to do with textures, Cubik can’t perceive geometry and textures the same way a person can.
You may notice the C with a line through it is in the texture twice, once and then again mirrored, with a lot of a solid colour, uv mapping this model by hand would produce a smaller texture, which is something that Cubik will have difficulty reproducing.
It might be slow, it might be hard, but not having to completely rely on Cubik will help have better optimisation in your models and textures, learning to do modelling and texturing manually can go a long way.
One thing that Cubik will have an advantage in is removing unseen faces, this isn’t as complicated as producing a model with as few elements as possible, the only problem is Cubik doesn’t remove faces automatically, you’ll need to use the remove unseen faces button.
Several of the models contained within Impossible Getaway although having been converted with Cubik, even just this one button can make a lot of difference, if you use Cubik.
This shows that 278 elements were actually removed from a model as none of the faces could be seen at all in game, with a further 15700 faces being removed from the same model, if you use Cubik Studio this is one button you need to start using.