Custom textured armor
Here you can see an example configuration to create a complete armor with custom wear texture (on body).
info:
namespace: myitems
armors_rendering:
myarmor:
color: "#d60000"
layer_1: armor/myarmor/layer_1
layer_2: armor/myarmor/layer_2
items:
myarmor_helmet:
display_name: myarmor helmet
permission: myarmor
resource:
generate: true
textures:
- item/myarmor/helmet
durability:
max_custom_durability: 275
specific_properties:
armor:
slot: head
custom_armor: myarmor
attribute_modifiers:
head:
armor: 9
armorToughness: 1
myarmor_chestplate:
display_name: myarmor chestplate
permission: myarmor
resource:
generate: true
textures:
- item/myarmor/chestplate
durability:
max_custom_durability: 400
specific_properties:
armor:
slot: chest
custom_armor: myarmor
attribute_modifiers:
chest:
armor: 7
armorToughness: 1
myarmor_leggings:
display_name: myarmor leggings
permission: myarmor
resource:
generate: true
textures:
- item/myarmor/leggings
durability:
max_custom_durability: 375
specific_properties:
armor:
slot: legs
custom_armor: myarmor
attribute_modifiers:
legs:
armor: 5
armorToughness: 1
myarmor_boots:
display_name: myarmor boots
permission: myarmor
resource:
generate: true
textures:
- item/myarmor/boots
durability:
max_custom_durability: 325
specific_properties:
armor:
slot: FEET
custom_armor: myarmor
attribute_modifiers:
feet:
armor: 3
armorToughness: 1
myarmor_example.zip
8KB
Binary
Extract the zip into the
contents
folder of ItemsAdderThe
vanilla_1_17
feature requires Minecraft 1.17 or greater.
It can't work on Minecraft 1.16 and previous versions.To make 1.16 clients see the custom armors you can enable also the
optifine
attribute, this will allow old clients to see the armors anyway.An armor renderer is a setting which contains the information how to show the armor ingame on the player body.
It is a configuration which specified how the game will show the armor ingame.
Note: there can be only one armor renderer with per color.
info:
namespace: my_items
armors_rendering:
custom_armor:
color: "#d60000"
layer_1: armor/my_armor/layer_1
layer_2: armor/my_armor/layer_2
use_color: false
You must decide a color! Even if the armor won't be colored. The color is like an ID (identifier) for the custom armor renderer.
use_color: false
disables the recoloring of the armor using the specifiedcolor: "#d60000"
. It would have colored the armor texture if were set totrue
. In some cases you may want to recolor the armor using the specifiedcolor
, so you will have to set it totrue
. This option will also make the item (in inventory) not colored automatically anymore.color
is the color attribute of this armor. It acts like an unique identifier for the armor (and will tint the armor ifuse_color
istrue
). Use this website to get a valid color: https://minecraftcommand.science/armor-color . Note: ItemsAdder will automatically select a nearest unused color if the selected one is already used by another custom armor.
Now I create the two PNG files inside the
contents/my_items/textures/armor/my_armor/
folder.
HD armor textures
You can create HD high resolution armors too!
Just make sure they have the same proportions of the original.
For example:
64x32, 128x64, 256x128, 512x256... it's very important! Size must be a power of 2.
It's not really advised to use HD textures since this is a blocky game.
Lot of HD textures can cause issues because there is a different size limit for each Graphical Card.
So it's better to stick with the vanilla texture size if you want to avoid risking issues.
Let's create a chestplate.
To create other pieces you just have to repeat the following method and change the
slot
. my_armor_chest:
display_name: my_armor chestplate
permission: my_armor
resource:
generate: true
textures:
- item/my_armor/chestplate
durability:
max_custom_durability: 400
specific_properties:
armor:
slot: chest
custom_armor: my_armor
attribute_modifiers:
chest:
armor: 7
armorToughness: 1
The
custom_armor
property is important, it makes the plugin apply the previous armors_renderer
setting to this armor piece.In this case I didn't specify any
color
in the specific_properties
field of the armor piece because it's automatically applied by the custom_armor
property, inherited from the armors_renderer
.Now I create the item texture and I put it inside the folder:
contents/my_items/textures/item/my_armor/
In this example I created also a new folder called
my_armor
to better organize the resourcepack since you will have 1 texture for each armor piece, and having them in the same textures folder might cause confusion.contents/my_items/textures/item/my_armor/chestplate.png


You can also create animated armors!

To create an animated armor you have to create an image with all the animation frames.
Each frame must be under the previous. This is an example this is a 3 frames animation:

layer_1

layer_2
Now let's edit the rendering properties to support the animation.
info:
namespace: my_items
armors_rendering:
my_armor:
color: "#d60000"
layer_1: armor/my_armor/layer_1
layer_2: armor/my_armor/layer_2
use_color: false
animation:
interpolation: true
In this case I set
interpolation: true
because I want the animation to be smooth.Default speed is 24, but you can customize it until you find the right speed value:
animation:
speed: 30
interpolation: true
You can also create emissive textures which glow in the dark. (You can make both animated and emissive textures at the same time!)
info:
namespace: my_items
armors_rendering:
my_armor:
color: "#d60000"
layer_1: armor/my_armor/layer_1
layer_2: armor/my_armor/layer_2
emissive_1: armor/my_armor/emissive_1
emissive_2: armor/my_armor/emissive_2
use_color: false
In this case I want to make the previous animation emissive, I want it to glow in the dark.
You have to make 2 textures in order to make the textures glow.
The transparent part won't glow while the colored part will glow.
You basically just have to copy and paste your texture and erase the parts you don't want to glow.
Last modified 2mo ago