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
#helmet model
1 messages · Page 1 of 1 (latest)
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
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
omg ok tysm, didnt realize it'd be so simple
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
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
sorry for bringing this up again, so im doing asset_id now but im not exactly sure what i have to do in my resourcepack wth the model i've created.. im pretty sure its something with the equipment folder but i dont know what that file in equipment is supposed to look like
currently i just have the hat as an item in my resourcepack
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