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[Solved] [1.13.2] How Do I Add Item Texture Variants?


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Wdym item texture variants. You can add overrides like the bow’s pulling animation, but that’s as far as you can go without rendering them yourself.

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public static void registerRenders(ModelRegistryEvent event)
    ModelBakery.registerItemVariants(ModItems.EXAMPLE_ITEM, new ModelResourceLocation(ModItems.EXAMPLE_ITEM.getRegistryName(), "inventory"));

    for (ItemType itemType : ItemType.itemTypes)
        ModelBakery.registerItemVariants(ModItems.EXAMPLE_ITEM, itemType.itemModel);

    ModelLoader.setCustomMeshDefinition(ModItems.EXAMPLE_ITEM, new ItemMeshDefinition()
        public ModelResourceLocation getModelLocation(ItemStack stack)
            if (stack.getTagCompound() != null)
                return new ModelResourceLocation(Mod.MODID + ":" + stack.getTagCompound().getString("ItemType"), "inventory");
                return new ModelResourceLocation(Mod.MODID + ":" + defaultTexture, "inventory");


Here's an example of what I mean. You would register all the model variants for your item, then use the getModelLocation method to return a different model depending on itemstack properties. Apologies if that was unclear. This was for 1.12.2, not even sure if this was the correct way to do it, but I can't work out the way to do it for 1.13.2.

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You shouldn't be doing this in 1.13, you should be using two separate item instances. 

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