#CustomModelData Bow not rendering

5 messages · Page 1 of 1 (latest)

mint oak
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Trying to create a CMD bow. I have textures for all stages and have done the predicate overide for the CMD bow like the normal one. The base model renders fine, but as soon as I draw it, it reverts to the normal model. Is there any way to fix this?

elfin badgerBOT
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Welcome to the help forum! Once your question has been resolved, please mark the post as closed by typing !close.

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This is an example of an overrides section of the bow.json to add more bows for the vanilla Java Edition.
If you don't know how/where to add this to your bow.json file, copy the one from the default pack (check !faq default-pack if you don't know how to get the files) and replace the overrides section in there with this:

"overrides": [
        { "predicate": {"pulling": 1 }, "model": "item/bow_pulling_0" },
        { "predicate": {"pulling": 1, "pull": 0.65 }, "model": "item/bow_pulling_1" },
        { "predicate": {"pulling": 1, "pull": 0.9 }, "model": "item/bow_pulling_2" },

        { "predicate": { "custom_model_data": 1 }, "model": "custom/fire_bow" },
        { "predicate": { "custom_model_data": 1, "pulling": 1 }, "model": "custom/fire_bow_pulling0" },
        { "predicate": { "custom_model_data": 1, "pulling": 1, "pull": 0.65 }, "model": "custom/fire_bow_pulling1" },
        { "predicate": { "custom_model_data": 1, "pulling": 1, "pull": 0.9 }, "model": "custom/fire_bow_pulling2" }
]```
**Explanation of the predicates:**
_pulling_ = bow gets pulled (either 0 or 1)
_pull_ = how much is the bow pulled in % (numbers from 0 to 1)

You can also have more/less pull models if you want it to look smoother btw.
Keep in mind that the order of predicates matters. It will always use the model of the last predicate in the list whose conditions are all met!
mint oak
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Thanks, managed to figure it out on my own. For anyone wondering, you add an overide in the bow section adding CMD tag of your custom bow number to it.

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!close