#CIT and 1.21.5 ResourcePack update Tutorial

35 messages · Page 1 of 1 (latest)

vernal mountain
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Does anyone have a video or website for CIT and 1.21.5 ResourcePack tutorials? i want to make several things, like 3D in hand but 2D sprite on hotbar or crossbow multishot enchantment (for arrow, spectral arrow, firework). https://optifine.readthedocs.io/cit.html this website helps but im still confused on how to apply it. like when i want to make seperate Model for bow for each pulling stage while also making the model different for main and offhand

bright schoonerBOT
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bright schoonerBOT
# rapid smelt !FAQ GUI model
FAQ
Java: Java Gui Model

Disclaimer: This will only work for 1.21.4 and newer. For older versions you will need to use mods or shader workarounds to do this.

To have a different model in the gui than in the hand (or other displays) you do the following

  1. Create a new .json file in assets/minecraft/items (not to be confused with models/item!)
  2. Make a .json file in there that looks something like this:
  {   
    "model": {
     "type": "minecraft:select",
     "property": "minecraft:display_context",
     "cases": [
       {
         "when": [
           "gui",
           "ground",
           "fixed"
         ],
         "model": {
           "type": "minecraft:model",
           "model": "minecraft:item/2d"
         }
       }
     ],
     "fallback": {
       "type": "minecraft:model",
       "model": "item/3d"
     }
   }
 }```
3. Name the .json the same as the id of the item you want to do this for (unless you are using this in combination with the item_model= component). 
4. Replace `item/2d` and `item/3d` with the repsective model references to the 3D and 2D model. Your "2D model" can be just something like this 
```json
{
   "parent": "item/generated",
   "textures": {
     "layer0": "item/feather"
   }
}``` (replace item/feather with your actual texture)

_Note: The bot example basically works the same as a trident. If you want the 2D model to appear in more/less displays adjust the  values in the "when" array accordingly._
vernal mountain
rapid smelt
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condition is for like if it has enchantments, or a name, etc

vernal mountain
#

can i do this for all stages?

rapid smelt
#

yes

rapid smelt
vernal mountain
#

can the condition be used like if the Arrow used is spectral/tipped one?

vernal mountain
#

or like this?

rapid smelt
#

select
first/third person

condition
stages
stage2
stage3

fallback
stage1
stage2
stage3

vernal mountain
rapid smelt
vernal mountain
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so on the select's fallback, use the range dispatch too?

#

like this? (i close the Cases)

vernal mountain
rapid smelt
rapid smelt
vernal mountain
rapid smelt
#

you have to do it urself

vernal mountain
#

also, could i make them have their own multishot texture? (firework, spectral, tipped)

rapid smelt
#

its complicated and i havent looked into it, sorry

vernal mountain
#

thanks man👍