#custom armor without experimental features

1 messages · Page 1 of 1 (latest)

glass summit
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i know there should be a way to do this by overwriting existing armors, and i got to the point where i overwrote the item icon for e.g. chainmail_chestplate, but the model still remains the same. i think i need to use attachables to override the model? i cant find any documentation on this and maybe my syntax is just wrong, ill post relevant files below

valid reefBOT
#
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glass summit
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item file:

{
    "format_version": "1.10.0",
    "minecraft:item": {
        "description": {
            "identifier": "minecraft:chainmail_chestplate",
            "category": "equipment"
        },
        "components": {
            "minecraft:icon": "amethyst_chestplate",
            "minecraft:render_offsets": "armor"
        }
    }
}
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attachables file:

{
    "format_version": "1.8.0",
    "minecraft:attachable": {
        "description": {
            "identifier": "minecraft:chainmail_chestplate",
            "materials": {
                "default": "armor",
                "enchanted": "armor_enchanted"
            },
            "textures": {
                "default": "textures/models/armor/amethyst_armor",
                "enchanted": "textures/models/armor/amethyst_armor"
            },
            "geometry": {
                "default": "geometry.player.armor.chestplate"
            },
            "scripts": {
                "parent_setup": "variable.chest_layer_visible = 0.0;"
            },
            "render_controllers": [
                "controller.render.armor"
            ]
        }
    }
}
strong fox
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Use dyed leather armour, the query: query.armor_color_slot(<int: armour_type>, <int: slot>) can be used check the colour of the leather armour.

Here's a render controller which can be used for it:

    "format_version": "1.8.0",
    "render_controllers": {
        "controller.render.boots": {
            "materials": [
                {
                    "*": "v.boots ? (v.is_enchanted ? Material.enchanted : Material.custom) : (v.is_enchanted ? Material.enchanted : Material.default)"
                }
            ],
            "textures": [
                "v.boots ? Texture.custom : Texture.default",
                "v.is_enchanted ? Texture.enchanted : Texture.default"
            ],
            "geometry": "Geometry.default",
            "color": {
                "r": "query.armor_color_slot(3, 0)",
                "g": "query.armor_color_slot(3, 1)",
                "b": "query.armor_color_slot(3, 2)",
                "a": "query.armor_color_slot(3, 3)"
            }
        }
    }
}```
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Set v.boots in the preanimation of the attachables

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Note: this uses the vanilla geometry but I assume you can figure out from context how to change that.