#helmet model

1 messages · Page 1 of 1 (latest)

waxen dragon
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Hello, i have a bunch of hat models i've made in the past i recently learned that custom armor models are now possible i think and i was wondering how to convert my existing models to be able to be used on the head? previously I was just reskinning paper and giving it the equippable attribute and it worked fine but when i apply my models to a helmet it still appears as one when worn by the player

rich pawn
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using the equippable component as you described is the way that now exists to do that. item models are used as a fallback for a helmet where the equippable component has no defined asset_id, so a helmet where you haven't changed that component will still render it's default asset id

rich pawn
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if what you're looking to do is to have an item where it has one model when held and a different model when equipped, that can be done in the items model definition using a select model type and the display_context property

waxen dragon
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omg ok tysm, didnt realize it'd be so simple

waxen dragon
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another question, would it be possible to transfer item models using a custom anvil recipe? for example someone can apply a model to a piece of a paper in the stonecutter, then combine the paper with their helmet in an anvil to apply the model

rich pawn
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you can't make custom recipes for an anvil, but that sort of thing should be possible with a smithing table recipe
though you also can't use components in the ingredients of a recipe, and the general workaround is to instead base custom ingredients off of unusable and unobtainable items like command blocks or structure blocks. so for this concept you'd need to use a different one of those items for each unique model you have, and there's only so many of those items

waxen dragon
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currently i just have the hat as an item in my resourcepack

rich pawn
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you don't need to change anything about your model if you want to use an item model for a helmet. the asset_id can either specify an equipment definition, in which case it will use a flat vanilla style helmet model, or it can be blank, in which case it will use the item model. unless you want a flat vanilla style helmet, you don't need to do anything with the equipment folder

waxen dragon
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omg i got it

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thank you so much

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yea i was specifying asset_id and trying to figure out a halo equipment thing thank you!