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
#CIT and 1.21.5 ResourcePack update Tutorial
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!FAQ GUI model
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
- Create a new .json file in
assets/minecraft/items(not to be confused withmodels/item!) - 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._
i have tried that one, but i cant put another model for the Offhand part if i select condition. I think its just me who dont understand it, do you have Video tutorial that explain everything in it?
select > display context > first/third person left
{
"model": {
"type": "minecraft:select",
"property": "minecraft:display_context",
"cases": [
{
"when": [
"thirdperson_lefthand",
"thirdperson_lefthand"
],
"model": {
"type": "minecraft:model",
"model": "item/offhand"
}
}
],
"fallback": {
"type": "minecraft:model",
"model": "item/main_hand"
}
}
}
condition is for like if it has enchantments, or a name, etc
does it work for bow? (all stage of pulling)
can i do this for all stages?
yes
I would suggest putting the pulling inside of the 2 selects (hands and fallback) so it's shorter
can the condition be used like if the Arrow used is spectral/tipped one?
like this?
no sorry
or like this?
put the select first then the condition drawing inside of the first/third person left hand
select
first/third person
condition
stages
stage2
stage3
fallback
stage1
stage2
stage3
is the Fallback, the one on the cases? or just fallback of the select?
it's the fallback on the select
if any of the specified values arent met (all the other display contexts) then it'll use those models
so on the select's fallback, use the range dispatch too?
like this? (i close the Cases)
How about a Multishot Version of firework crossbow?
you can only detect spectral./tipped/multishot/rocket on crossbows
yes
eh? really? i know normal arrow and firework have different model/texture, but i didnt know spectral and tipped have different texture
they dont
you have to do it urself
is it just make a texture/model? or i need to do something in the .json file?
also, could i make them have their own multishot texture? (firework, spectral, tipped)
yes
its complicated and i havent looked into it, sorry
something like this https://modrinth.com/resourcepack/archeryrevamped/gallery
ahh, its alright. you already Help me alot
thanks man👍