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examples
Here's some samples I've accumulated for working with custom item textures. This is by no means an exhaustive list of the things you can do, but it should be helpful considering CIT Resewn doesn't have any documentation for the version we're using.
CIT Properties File:
~/assets/minecraft/citresewn/cit/item/example.properties
nbt.CustomModelData=985001
texture=dredgecombat:item/example.png
items=minecraft:stick
Paletted Permutations will not work when directly referenced in CIT .properties
files. If you want to use Paletted Permutations, you should make a model .json
file in ~/assets/dredgecombat/models/item
as demonstrated below.
Paletted Permutations Atlas:
~/assets/minecraft/atlases/blocks.json
(the file is important, Minecraft won't load everything in this directory so you have to put it in an Atlas loaded by the game for your intended purpose like blocks.json
for blocks and items)
{
"sources": [
{
"type": "paletted_permutations",
"textures": [
"dredgecombat:item/move_token/background",
"dredgecombat:item/move_token/frame_back_special"
],
"palette_key": "dredgecombat:colormap/color_palettes/trim/trim_palette",
"permutations": {
"quartz": "dredgecombat:colormap/color_palettes/trim/quartz",
"iron": "dredgecombat:colormap/color_palettes/trim/iron",
"gold": "dredgecombat:colormap/color_palettes/trim/gold",
"diamond": "dredgecombat:colormap/color_palettes/trim/diamond",
"netherite": "dredgecombat:colormap/color_palettes/trim/netherite",
"redstone": "dredgecombat:colormap/color_palettes/trim/redstone",
"copper": "dredgecombat:colormap/color_palettes/trim/copper",
"emerald": "dredgecombat:colormap/color_palettes/trim/emerald",
"lapis": "dredgecombat:colormap/color_palettes/trim/lapis",
"amethyst": "dredgecombat:colormap/color_palettes/trim/amethyst",
"iron_darker": "dredgecombat:colormap/color_palettes/trim/iron_darker",
"gold_darker": "dredgecombat:colormap/color_palettes/trim/gold_darker",
"diamond_darker": "dredgecombat:colormap/color_palettes/trim/diamond_darker",
"netherite_darker": "dredgecombat:colormap/color_palettes/trim/netherite_darker",
"brass": "dredgecombat:colormap/color_palettes/trim/brass"
}
}
]
}
This generates a paletted version of each listed texture in memory for every listed permutation. The permutations are named the same as the original texture, but suffixed with the permutation name after an underscore, such as dredgecombat:item/move_token/background_amethyst
. The texture needs to use the same colors as the palette_key
; any pixels with colors not in the palette_key
will be transferred as is.
Model File:
~/assets/dredgecombat/models/item/move_token/upslash.json
{
"parent": "item/generated",
"textures": {
"layer0": "dredgecombat:item/move_token/background_amethyst",
"layer1": "dredgecombat:item/move_token/frame_back_special_brass",
"layer2": "dredgecombat:item/move_token/icon_upslash"
}
}
Adding layered textures is as simple as adding more layers to the textures
object in the model file, just remember to increment the number in the name for each layer.
CIT Properties File:
~/assets/minecraft/citresewn/cit/item/move_token/upslash.properties
nbt.CustomModelData=985001
model=dredgecombat:item/move_token/upslash.json
items=minecraft:recovery_compass
CIT Properties File:
~/assets/minecraft/citresewn/cit/item/comboblade/freimesser_axe.properties
nbt.CustomModelData=981098
model=dredgecombat:item/comboblade/freimesser_axe.json
items=minecraft:netherite_axe
Model File:
~/assets/dredgecombat/models/item/comboblade/freimesser.json
{
"credit": "Made with Blockbench",
"texture_size": [64, 64],
"textures": {
"0": "dredgecombat:item/comboblade/freimesser",
"particle": "dredgecombat:item/comboblade/freimesser"
},
"elements": [
"Comments don't exist in json but im truncating the elements here.",
"in your file generated by Blockbench or whatever you'll have all",
"the elements of your model here :) I hate having to write JSON :)"
]
},
... where "dredgecombat:item/comboblade/freimesser"
points to ~/assets/dredgecombat/textures/item/comboblade/freimesser.png
Because this model has emissive parts, there is a texture freimesser_e.png
in the same directory as freimesser.png
that acts as the emissive map. This won't work for players without Continuity.