of the Minecraft mod you wish to convert.
Java textures are located under assets/modid/textures/ . You will need to map these to the Bedrock structure: assets/modid/textures/blocks/ →right arrow Bedrock: textures/blocks/ Java: assets/modid/textures/items/ →right arrow Bedrock: textures/items/ 3D Model Conversion
"format_version": 2, "header": "description": "Converted Behavior Pack", "name": "Mod Port BP", "uuid": "GENERATE_UUID_1", "version": [1, 0, 0], "min_engine_version": [1, 20, 0] , "modules": [ "description": "Behavior Pack Module", "type": "data", "uuid": "GENERATE_UUID_2", "version": [1, 0, 0] ] Use code with caution.
However, you can successfully recreate and convert the logic, assets, and behaviors of a .jar mod into a portable .mcaddon format by breaking the mod down and rebuild it using Bedrock's native scripting and JSON architecture. Here is the complete, step-by-step guide to doing it manually. Understanding the Architecture Difference how to convert jar to mcaddon portable
Both the Resource Pack and Behavior Pack require a manifest.json file to tell Minecraft how to load them.
If manually remapping files is too tedious, you can use automated community scripts.
Create another manifest.json (different UUIDs). Then create: of the Minecraft mod you wish to convert
Go to and choose Export Bedrock Geometry . This converts the Java model into the format Bedrock can read. Step 3: Create the Bedrock Manifest Files
Go to > Import > Java Block/Item Model (or animated Java entity). Once the model loads, go to File > Convert Project . Choose Bedrock Model as the target format.
Create a matching folder for your behavior pack. Inside its root, create another manifest.json : However, you can successfully recreate and convert the
Java mods define blocks and items using data packs, while Bedrock uses behavior components.
The Minecraft Forge Mod Manager is a popular tool for managing Minecraft mods. Here's how to use it to convert JAR to MCAddon portable:
Navigate to the assets folder. This contains all the textures, languages, and models. 2. Create the Bedrock Structure Inside your main workspace, create two distinct folders: (For textures, sounds, and models)
"type": "data", "uuid": "another-unique-uuid", "version": [1, 0, 0]