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Posted

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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Posted
@SubscribeEvent
@SideOnly(Side.CLIENT)
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()
    {
        @Override
        public ModelResourceLocation getModelLocation(ItemStack stack)
        {
            if (stack.getTagCompound() != null)
            {
                return new ModelResourceLocation(Mod.MODID + ":" + stack.getTagCompound().getString("ItemType"), "inventory");
            }
            else
            {
                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.

Posted

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

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Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

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