Textured Armor
Last updated
Last updated
Here you can see an example configuration to create a complete armor with custom wear texture (on body).
yml
configurationThe 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.
If you see bugged textures and you have Optifine installed please read here.
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.
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 specified color: "#d60000"
. It would have colored the armor texture if were set to true
.
In some cases you may want to recolor the armor using the specified color
, so you will have to set it to true
.
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 if use_color
is true
). 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
.
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:
Now let's edit the rendering properties to support the animation.
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:
You can also create emissive textures which glow in the dark. (You can make both animated and emissive textures at the same time!)
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.