#Is there a way for models to show beyond the inventory slot boundary?

53 messages · Page 1 of 1 (latest)

rose canyon
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On newer versions model parts that go beyond the inventory slot they're in don't appear anymore (see attached 1), whereas in older versions, they can show up. Is there a way for models of newer versions replicate what it did in older versions?

long daggerBOT
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timber gull
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I don't remember the specific, but I think they don't get cut off if they don't have an assigned texture yet 🤔
-# might be misremembering things though

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actually, nvm, even a textured cube shows fine for me 🤔

rose canyon
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just checked, yeah if the model doesnt have a texture it doesnt get cut in blockbench
thing is i want it to not get cut ingame though

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huh

rose canyon
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1.9-1.21.5 doesnt get cut no matter what i think

timber gull
rose canyon
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huh thats weird

timber gull
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item definition file = the files in assets/<namespace>/items/
-# not to be confused with the model files in assets/<namespace>/models/item

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basically you need to add "oversized_in_gui": true in the root of the relevant item definition file

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that tells the game that all models that use that item definition file (either natively or via the item_model component) can render oversized in the gui

rose canyon
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o

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aa im a little unfamiliar with this stuff but i do have a generator here

timber gull
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well, "model": "" would need a valid value, but otherwise like that, yeah

rose canyon
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yeah

timber gull
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Depending on the item the part before that would be more complex, but for a simple item (like a stick or a sword) that would be all.

rose canyon
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sorry im really new to these things lol

timber gull
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the path to your item model (starting after the models folder)

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so something like "minecraft:item/feather"

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-# if you'd want assets/minecraft/models/item/feather.json

rose canyon
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rn the resourcepack applies models onto items with the base item of potions and diamond shovels, and theres also a cit mod being used

rose canyon
timber gull
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item definition files can already handle most CIT cases without mods (besides the regex parts)

rose canyon
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i mean the cit part i already have working
only issue now is just the models being cut off

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so for assets/minecraft/models/item/<path>/model.json it would be like minecraft:item/<path>/model or something?

timber gull
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yes

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with CIT though all you might need is:
assets/minecraft/items/diamond_shovel.json

{
  "model": {
    "type": "minecraft:model",
    "model": "minecraft:item/diamond_shovel"
  },
  "oversized_in_gui": true
}```
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and
assets/minecraft/items/potion.json

{
  "model": {
    "type": "minecraft:model",
    "model": "minecraft:item/potion",
    "tints": [
      {
        "type": "minecraft:potion",
        "default": -13083194
      }
    ]
  },
  "oversized_in_gui": true
}```
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(so not one per custom model, but just per base-item)

rose canyon
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hold on
im not sure whats going on exactly
i think the file is working but its just turning all models of other resourcepacks i have on right now (that has a lower priority than mine) to use the potion model

timber gull
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if the lower packs are all CIT based then that's an issue with the mod 🤷‍♂️

rose canyon
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i dont think the lower packs need the cit mod to work so

rose canyon
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had a looksie through the lower packs and they mess with the potion model quite a lot actually

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but just putting a value in "model":"" doesnt work for me either

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rn this is for a model nirvana.json in assets/minecraft/models/item/mythos/nirvana.json

timber gull
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oh wait, nvm

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you meant that differently

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anyways, unless the item has "item_model=nirvana" as item copmonent that won't do anything

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(or "item_model=your_folders/nirvana" if you have more folders inside the "items" folder)

rose canyon
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does this mean it acts on (or detect stuff from) the ingame item rather than the model itself?

rose canyon
rose canyon
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oof

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idk any good ways of doing this then given the context

rose canyon
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i should close this for now