#I need help with render comtrollers
1 messages · Page 1 of 1 (latest)
You can do it like this :
-
Give the player a detectable data using molang, for example
variantsorskin_id,entity_propertiescould also work. -
Make a custom
render_controller, can be inside any file. -
Change the
Texture.defaulttoTexture.android(the android is your player skin texture). -
In your
player.entity.jsonfile, inside therender_controllersput your customrender_controllerwhen the player has the tag or data.
Meanwhile inside thetexturesadd your player texture path, like this :"android": "textures/entity/android_player"
OK thanks I'll give it a go
I want it to activate when it has the tag android
So it would be variable.has_tag = android
Right?
well, not exactly
you have to go to the player.json in the behavior pack and add a filter that detects when the player has a tag
after it detects, trigger an event that gives the player a component group when they have the tag
variable.has_tag wouldn't work here, i think
because you can only detect ingame tags using environment_sensor
OK np I'll just use variant
Tnx
Oh yh BTW is it possible to change the texture of my Croshair with render controllers
I think it is cuz I've seen it in a Resource pack before
I'd like to have it that when you become and android you have a different HUD too
{
"format_version": "1.8.0",
"render_controllers": {
"controller.render.vasto": {
"geometry": "Geometry.default",
"materials": [ { "*": "Material.default" } ],
"arrays": {
"textures": {
"Array.texture": [
"texture.default",
"texture.mod_1"
]
}
},
"textures": [
"array.default[!query.equipped_item_any_tag('slot.armor.chest','vasto')]"
,"array.mod_1[query.equipped_item_any_tag('slot.armor.chest','vasto')]"
]
}
}
}
no why its not working
someone help me
I want to use querys to render certain textures
{
"format_version": "1.8.0",
"render_controllers": {
"controller.render.true_shikai": {
"geometry": "Geometry.default",
"materials": [ { "*": "Material.default" } ],
"arrays": {
"textures": {
"Array.default": [
"texture.default"
],
"Array.mod_1": [
"texture.mod_1"
]
}
},
"textures": [
"array.default[!query.equipped_item_any_tag('slot.armor.chest','vasto')]"
,"array.mod_1[query.equipped_item_any_tag('slot.armor.chest','vasto')]"
]
}
}
}