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when equiping my custom boots they use the texture layer of leggings


magic_man

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instead of adding all 4 armor pieces, i only wanted the boots. that's why i only added the boots texture in the layer.png, but that didn't work so i added the leggings with it and it used the leggings instead of the boots and i have no idea why

 

iteminit:

			public static final RegistryObject<ArmorItem> lIGHTNING_BOOTS = ITEMS.register("lightning_boots",
		            () -> new ArmorItem(ArmorMaterialsInit.LIGHTNING_BOOTS, EquipmentSlot.FEET,
		                    new Item.Properties().tab(Electrified.ELECTRIFIED_TAB)));

 

armorMaterialsInit:

package com.tobywig.electrified.init;

import net.minecraft.sounds.SoundEvent;
import net.minecraft.sounds.SoundEvents;
import net.minecraft.util.LazyLoadedValue;
import net.minecraft.world.entity.EquipmentSlot;
import net.minecraft.world.item.ArmorMaterial;
import net.minecraft.world.item.crafting.Ingredient;

import java.util.function.Supplier;

import com.tobywig.electrified.Electrified;

public enum ArmorMaterialsInit implements ArmorMaterial {
    LIGHTNING_BOOTS("lightning_boots", 28, new int[]{3, 5, 8, 3}, 19, SoundEvents.ARMOR_EQUIP_GOLD,
            2.0F, 0.0F, () -> Ingredient.of(itemInit.ELECTRIFIED_IRON_INGOT.get()));

    private static final int[] HEALTH_PER_SLOT = 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 LazyLoadedValue<Ingredient> repairIngredient;

    ArmorMaterialsInit(String p_40474_, int p_40475_, int[] p_40476_, int p_40477_,
                              SoundEvent p_40478_, float p_40479_, float p_40480_, Supplier<Ingredient> p_40481_) {
        this.name = p_40474_;
        this.durabilityMultiplier = p_40475_;
        this.slotProtections = p_40476_;
        this.enchantmentValue = p_40477_;
        this.sound = p_40478_;
        this.toughness = p_40479_;
        this.knockbackResistance = p_40480_;
        this.repairIngredient = new LazyLoadedValue<>(p_40481_);
    }

    public int getDurabilityForSlot(EquipmentSlot pSlot) {
        return HEALTH_PER_SLOT[pSlot.getIndex()] * this.durabilityMultiplier;
    }

    public int getDefenseForSlot(EquipmentSlot pSlot) {
        return this.slotProtections[pSlot.getIndex()];
    }

    public int getEnchantmentValue() {
        return this.enchantmentValue;
    }

    public SoundEvent getEquipSound() {
        return this.sound;
    }

    public Ingredient getRepairIngredient() {
        return this.repairIngredient.get();
    }

    public String getName() {
        return Electrified.MOD_ID + ":" + this.name;
    }

    public float getToughness() {
        return this.toughness;
    }

    public float getKnockbackResistance() {
        return this.knockbackResistance;
    }
}

 

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2 minutes ago, magic_man said:

maybe it has to do with me adding a helmet? also changing it from layer 2 to layer 1 didn't change anything so now i think it's using something of the helmet

No the textures do not have the correct positions inside the textures.
Take a look at the vanilla armor layer textures.

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