There are two primary ways to handle this conversion, ranging from using automated tools to manual porting.
Every MCADDON needs a manifest.json in both the BP and RP folders. Without this, Minecraft will ignore your file.
Resource Pack Manifest (RP/manifest.json): Convert Jar To Mcaddon
"format_version": 2,
"header":
"name": "Converted Addon RP",
"description": "Textures from the Java mod",
"uuid": "Generate a unique UUID here (use an online UUID generator)",
"version": [1, 0, 0],
"min_engine_version": [1, 19, 0]
,
"modules": [
"type": "resources",
"uuid": "Generate a second unique UUID",
"version": [1, 0, 0]
]
Behavior Pack Manifest (BP/manifest.json):
"format_version": 2,
"header":
"name": "Converted Addon BP",
"description": "Logic rewritten for Bedrock",
"uuid": "Generate a third unique UUID",
"version": [1, 0, 0],
"min_engine_version": [1, 19, 0]
,
"modules": [
"type": "data",
"uuid": "Generate a fourth unique UUID",
"version": [1, 0, 0]
],
"dependencies": [
"uuid": "Copy the UUID from the Resource Pack header here",
"version": [1, 0, 0]
]
Before you can convert anything, you must identify what the .jar file actually is. There are two primary ways to handle this
Scenario A: It is a Mod (Java Edition)
Scenario B: It is a Map/World
Scenario C: It is a Resource Pack (Texture Pack)
You can convert simple JAR mods (e.g., a "Ruby Sword" mod) to McAddon. You cannot convert complex JAR mods (e.g., "Pixelmon" or "GregTech") without rewriting thousands of lines of code from scratch. Behavior Pack Manifest ( BP/manifest