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Resource
Properties that allows customization of item graphics
Make sure you're not using UPPERCASE or special characters in items names, namespaces, texture files (png) and model files (json)
In order to tell ItemsAdder which texture/model use for an item you have to add the
resource
attribute.
This is an example: resource:
material: DIAMOND_SWORD
generate: true
textures:
- item/example_item.png
material
is the vanilla material this item will use as base.generate
tells to IA if it needs to generate the item model automatically based on textures you listedtextures
is the list of textures IA will use to generate the model automatically.Textures you listed in the
textures
attribute must be placed in the right folder.
So if you set textures
like in the example and your namespace (is for example) my_items
you will have to put example_item.png
file inside this folder: contents/my_items/textures/item
If the path doesn't exists create all the folders needed.
You can avoid setting
.png
in the textures
attribute, ItemsAdder will recognize the file automaticallyIf you have a custom modelled sword or item you can tell IA not to generate the model automatically.
This is an example:
resource:
material: DIAMOND_SWORD
generate: false
model_path: item/floating_sword
Model you set in the
model_path
attribute must be placed in the right folder.
So if you set model_path
like in the example and your namespace (is for example) my_items
you will have to put floating_sword.json
file inside this folder: contents/my_items/models/item
If the path doesn't exists create all the folders needed.
If your custom model textures are not showing you have to open your model file and fix the textures path.
For example if you had this:
{
"textures": {
"4": "item/alchemy_candles/white_candle",
"6": "item/alchemy_candles/candle_top",
"7": "item/alchemy_candles/red_candle",
"8": "item/alchemy_candles/fire"
},
{
"textures": {
"4": "your_namespace:item/alchemy_candles/white_candle",
"6": "your_namespace:item/alchemy_candles/candle_top",
"7": "your_namespace:item/alchemy_candles/red_candle",
"8": "your_namespace:item/alchemy_candles/fire"
},
If you want to force the usage of a defined
custom_model_data
(CustomModelData
) you can: resource:
material: CLOCK
model_id: 4000
generate: false
model_path: "item/my_custom_item_model"
You can also tell ItemsAdder to automatically generate the model based on the texture:
info:
namespace: my_items
items:
my_item_4000_example:
resource:
material: DIAMOND
generate: true
model_id: 4000
textures:
- item/my_custom_texture.png
To create custom models I use BlockBench which is a free, easy to use and amazing tool to make Minecraft model.
Important
If you're using a non-vanilla texture (your .png file) you have to open the .json file of your model and do a little edit.
If your model is using a custom texture you have to make sure to put your namespace in front of the texture name.
For example if you have this 3D model and the texture has this path:
contents/my_items/textures/item/custom_item_1.png
"textures":{
"0":"item/custom_item_1"
},
you have to add the namespace in front of it (
myitems
in my example, you have to use your namespace). "textures":{
"0":"myitems:item/custom_item_1"
},
Last modified 11d ago