Posted August 28, 20214 yr I made an armor which I want to change color, but when adding the texture, the texture in the game is bugged, not as if there is no texture, and obviously it does not change color, I think it is a problem with the .mcmeta files for animated textures, since if I change the texture to a normal one without animation then it works fine within the game. The .mcmeta files: { "animation": { "frametime": 1, "interpolate": false, "frames": [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 ] } }
August 28, 20214 yr Author Just in case, the configuration files: The ExampleArmorTiers: public enum ExampleArmorMaterials implements ArmorMaterial { EXAMPLE("example", 200, new int[]{4, 7, 9, 4}, 30, SoundEvents.ARMOR_EQUIP_DIAMOND, 4.0F, 0.2F, () -> { return Ingredient.of(new ItemLike[]{(ItemLike) ExampleItems.EXAMPLE_GEM.get()}); }); private static final int[] baseDurability = new int[]{13, 15, 16, 11}; private final String name; private final int durabilityMultiplier; private final int[] slotProtections; private final int enchantmentValue; private final SoundEvent sound; private final float toughness; private final float knockBackResistance; private final Ingredient repairIngredient; private ExampleArmorMaterials(String name, int durabilityMultiplier, int[] defenseForSlot, int enchantmentValue, SoundEvent equipSound, float toughness, float knockBackResistance, Supplier<Ingredient> repairIngredient) { this.name = name; this.durabilityMultiplier = durabilityMultiplier; this.slotProtections = defenseForSlot; this.enchantmentValue = enchantmentValue; this.sound = equipSound; this.toughness = toughness; this.knockBackResistance = knockBackResistance; this.repairIngredient = (Ingredient) repairIngredient.get(); } public int getDurabilityForSlot(EquipmentSlot slot) { return baseDurability[slot.getIndex()] * this.durabilityMultiplier; } public int getDefenseForSlot(EquipmentSlot slot) { return this.slotProtections[slot.getIndex()]; } public int getEnchantmentValue() { return this.enchantmentValue; } public SoundEvent getEquipSound() { return this.sound; } public Ingredient getRepairIngredient() { return this.repairIngredient; } public String getName() { return ExampleMod.modid + ":" + this.name; } public float getToughness() { return this.toughness; } public float getKnockbackResistance() { return this.knockBackResistance; } } And the ExampleItems: public class ExampleItems { public static final DeferredRegister<Item> ITEMS; public static final RegistryObject<Item> EXAMPLE_DUST; public static final RegistryObject<Item> EXAMPLE_GEM; public static final RegistryObject<Item> EXAMPLE_ORE; public static final RegistryObject<ArmorItem> EXAMPLE_HELMET; public static final RegistryObject<ArmorItem> EXAMPLE_CHESTPLATE; public static final RegistryObject<ArmorItem> EXAMPLE_LEGGINGS; public static final RegistryObject<ArmorItem> EXAMPLE_BOOTS; public static final RegistryObject<AxeItem> EXAMPLE_AXE; public static final RegistryObject<HoeItem> EXAMPLE_HOE; public static final RegistryObject<PickaxeItem> EXAMPLE_PICKAXE; public static final RegistryObject<ShovelItem> EXAMPLE_SHOVEL; public static final RegistryObject<SwordItem> EXAMPLE_SWORD; static { ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, "examplemod"); EXAMPLE_DUST = ITEMS.register("example_dust", () -> { return new Item((new Properties()).tab(ExampleMod.examplemod)); }); EXAMPLE_GEM = ITEMS.register("example_gem", () -> { return new Item((new Properties()).tab(ExampleMod.examplemod)); }); EXAMPLE_ORE = ITEMS.register("example_ore", () -> { return new BlockItem((Block) ExampleBlocks.EXAMPLE_ORE.get(), (new Properties()).tab(ExampleMod.examplemod)); }); EXAMPLE_HELMET = ITEMS.register("example_helmet", () -> { return new ArmorItem(ExampleArmorMaterials.EXAMPLE, EquipmentSlot.HEAD, (new Properties()).tab(ExampleMod.examplemod)); }); EXAMPLE_CHESTPLATE = ITEMS.register("example_chestplate", () -> { return new ArmorItem(ExampleArmorMaterials.EXAMPLE, EquipmentSlot.CHEST, (new Properties()).tab(ExampleMod.examplemod)); }); EXAMPLE_LEGGINGS = ITEMS.register("example_leggings", () -> { return new ArmorItem(ExampleArmorMaterials.EXAMPLE, EquipmentSlot.LEGS, (new Properties()).tab(ExampleMod.examplemod)); }); EXAMPLE_BOOTS = ITEMS.register("example_boots", () -> { return new ArmorItem(ExampleArmorMaterials.EXAMPLE, EquipmentSlot.FEET, (new Properties()).tab(ExampleMod.examplemod)); }); EXAMPLE_AXE = ITEMS.register("example_axe", () -> { return new AxeItem(ExampleTiers.EXAMPLE_TOOL, 5.0F, -3.0F, (new Properties()).tab(ExampleMod.examplemod)); }); EXAMPLE_HOE = ITEMS.register("example_hoe", () -> { return new HoeItem(ExampleTiers.EXAMPLE_TOOL, -5, 0.0F, (new Properties()).tab(ExampleMod.examplemod)); }); EXAMPLE_PICKAXE = ITEMS.register("example_pickaxe", () -> { return new PickaxeItem(ExampleTiers.EXAMPLE_TOOL, 1, -2.8F, (new Properties()).tab(ExampleMod.examplemod)); }); EXAMPLE_SHOVEL = ITEMS.register("example_shovel", () -> { return new ShovelItem(ExampleTiers.EXAMPLE_TOOL, 1.5F, -3.0F, (new Properties()).tab(ExampleMod.examplemod)); }); EXAMPLE_SWORD = ITEMS.register("example_sword", () -> { return new SwordItem(ExampleTiers.EXAMPLE_TOOL, 3, -2.4F, (new Properties()).tab(ExampleMod.examplemod)); }); } }
August 28, 20214 yr Author 6 hours ago, poopoodice said: From my experience it just does not work on armours. But I remember some mods, which added that type of textures, I think I'll look inside their files, to see how they do it ...
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