CatzRule81 Posted May 6 Posted May 6 (edited) Title explains it all, I think. I'm attempting to make an armor set that extends from DyeableArmorItem instead of ArmorItem and for some reason the armor model's color is not changing in-game. While the dye crafting recipes work, the resulting "tint colors" are not showing up on my character or on the inventory icon (except for the "Dyed" tag). Any assistance? Edited September 8 by CatzRule81 Solved. Quote
CatzRule81 Posted May 6 Author Posted May 6 Felt like I should mention that the item textures (the "in hand" model) is being layered just like leather armor already. Quote
Toasterkid Posted May 15 Posted May 15 Your files are named like this? armormaterial_layer_1.png armormaterial_layer_1_overlay.png armormaterial_layer_2.png armormaterial_layer_2_overlay.png Quote
CatzRule81 Posted May 24 Author Posted May 24 (edited) On 5/15/2024 at 3:12 PM, Toasterkid said: Your files are named like this? armormaterial_layer_1.png armormaterial_layer_1_overlay.png armormaterial_layer_2.png armormaterial_layer_2_overlay.png Sorry for the delayed response. Yes, my armor textures are named as such, although the overlay PNGs are just fully transparent images because I wanted the entire armor to be dyed. Not just only certain areas like how leather armor has it. leather armor overlays are the sole reason I'm trying to do this lol. EDIT: Only the items have overlay textures, unsure what to do with the armor textures because I can't access Vanilla's own PNG files. For some reason... Edited May 24 by CatzRule81 Quote
CatzRule81 Posted May 28 Author Posted May 28 Update on the above: Just tried creating blank (fully transparent) armor overlay layers named similarly to what Toasterkid specified, no changes. I wish this was as simple as just editing *.json data files in the same way I could put layering on the "item in hand" models but apparently Minecraft is not gonna be easy about this one. Using CTRL+F to search the vanilla DyeableLeatherItem and DyeableArmorItem for words such as "layer", "overlay", and "color" doesn't help much either. Might be something with the Forge getArmorTexture() method but I'm not sure how to do layering with those, since all that method is meant to return is a single String value. Quote
CatzRule81 Posted July 31 Author Posted July 31 Decided to come back to this and still haven't been able to figure anything out that works. So uhhhh...overdue bump Quote
CatzRule81 Posted September 7 Author Posted September 7 Figured out how to do armor layering thanks to another post for 1.8.9 that still worked for 1.18.2, so credits to them. However, now I have the opposite problem; the armor textures are displaying colors correctly but the items are no longer doing so. I've already edited the JSON texture layering files like so: { "parent": "item/generated", "textures": { "layer0": "cai:items/wool_leggings", "layer1": "cai:items/blank" } } (also "CAI" stands for "Catz's Adventure Items" if you wanted to know that, it's a private mod) So far I've already used the following in my code: Extending DyeableArmorItem Implementing DyeableLeatherItem Overridden getColor() and getArmorTexture() to allow armor layering to work (see above linked post) Anyone know what's up with that? Am I layering the textures incorrectly? Is there some item color class implementation I'm missing? Quote
Shipwrecker Posted September 8 Posted September 8 Maybe there's something happening in the 'leather armor + dye' recipe itself that would be updating the held item texture? Quote
CatzRule81 Posted September 8 Author Posted September 8 2 hours ago, Shipwrecker said: Maybe there's something happening in the 'leather armor + dye' recipe itself that would be updating the held item texture? I am not using hardcoded recipes, I'm using Vanilla's already existing code for leather armor dying. (via extending and implementing DyeableArmorItem / DyeableLeatherItem respectively) I have actually figured out that it's something to do with registering item colors to the ItemColors instance, but I'm trying to figure out where exactly in my mod's code I would be placing a call to the required event handler. Unfortunately the tutorial is criminally undescriptive. The most I've found is that it has to be done during client initialization. I'm currently trying to do the necessary setup via hijacking the item registry since trying to modify the item classes directly (via using SubscribeEvent in the item's constructor didn't work. Class so far: // mrrp mrow - mcmod item painter v1.0 - catzrule ch package catzadvitems.init; import net.minecraft.client.color.item.ItemColors; import net.minecraft.world.item.Item; import net.minecraftforge.registries.ObjectHolder; import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.client.event.ColorHandlerEvent; import catzadvitems.item.DyeableWoolArmorItem; @Mod.EventBusSubscriber(bus = Mod.EventBusSubscriber.Bus.MOD) public class Painter { @ObjectHolder("cai:dyeable_wool_chestplate") public static final Item W_CHEST = null; @ObjectHolder("cai:dyeable_wool_leggings") public static final Item W_LEGS = null; @ObjectHolder("cai:dyeable_wool_boots") public static final Item W_SOCKS = null; public Painter() { // left blank, idk if forge throws a fit if constructors are missing, not taking the chance of it happening. } @SubscribeEvent public static void init(FMLClientSetupEvent event) { new Painter(); } @Mod.EventBusSubscriber private static class ForgeBusEvents { @SubscribeEvent public static void registerItemColors(ColorHandlerEvent.Item event) { ItemColors col = event.getItemColors(); col.register(DyeableUnderArmorItem::getItemDyedColor, W_CHEST, W_LEGS, W_SOCKS); //placeholder for other dye-able items here later.. } } } (for those wondering, i couldn't think of a creative wool helmet name) Quote
scientistknight1 Posted September 8 Posted September 8 What about naming it a "wool cap" or "wool hat"? Quote
CatzRule81 Posted September 8 Author Posted September 8 27 minutes ago, scientistknight1 said: What about naming it a "wool cap" or "wool hat"? "Leather Cap" is already taken and "Wool Hat" sounds a bit over generic, but I might look into a "Wool Beanie" after I figure out how to fix the issue of item colors not working. That being said, still looking for solutions. Quote
CatzRule81 Posted September 8 Author Posted September 8 I found how to do this from a similar issue for MC 1.16. Basically, instead of trying to hijack the registry using ObjectHolder, you can just get the items from the registry directly. So DON'T do this: @ObjectHolder("modid:your_item_id") public static final Item ITEM_OBJECT_HOLDER = null; // [...] event.getItemColors().register(itemClass::someMethodToGetItemColor, ITEM_OBJECT_HOLDER) Do this instead: event.getItemColors().register(itemClass::someMethodToGetItemColor, ModItemsClass.YOUR_ITEM_REGISTRY_NAME.get()) Quote
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