יצירה
Last updated
Last updated
You can import your custom models very easily, you just have to install the Blockbench extension.
Download Blockbench (don't use the web app).
Download the zip iaentitymodel.zip
Extract it somewhere, then open Blockbench and click on File -> Plugins.
Click on the icon to load plugins from file, then select the file iaentitymodel.js
.
Press OK
Remember to make a backup of your .bbmodel
file before using this tool!
Open your .bbmodel
project with Blockbench, then click on File -> Convert Project
Select "ItemsAdder Entity Model" in the Format setting, then press Confirm. Now save the new converted model file in a new folder where you will put only this file.
You will have something like that
Now you can configure your model based on your preferences. The ItemsAdder extension automatically decided some settings for you but you might need to change them. Click on the ItemsAdder tab and press Settings.
Here you have to decide a namespace for your custom entities.
The default one is custom
, but you should decide your own, for example my_entities
, hell_mobs
, npcs
...
The other thing you might need to change is the "Model Scaling Mode":
Max Model size provides 7x7x7 block wide models but limits scaling to shrinking only.
Max Scaling range provides shrinking and growing up to 3.125x in size, but limits the maximum model size to 3x3x3 blocks
Change "Max Model Size" only if you have animated the size of some bones.
Click on the ItemsAdder tab and press Export.
You should get a success message.
Now open the folder where you have your model and copy/cut the new generated folder assets
.
Paste the assets
folder inside the ItemsAdder folder plugins/ItemsAdder/data/resource_pack/
.
Now create a new folder inside plugins/ItemsAdder/data/items_packs/
, it's your namespace folder. For example mine is custom,
so the path is plugins/ItemsAdder/data/items_packs/custom/
.
Create a new .yml
configuration file and call it as you prefer, in this example I use one file per-entity, to keep things organized.
In this example my custom entity will use a ZOMBIE as base entity for its AI. You can use any living entity as base entity, depending on your needs.
Use the summon command: /iaentity summon <entity>
Do not create too many bones, keep the model simple, remember this is a blocky pixelated game, use its style.