tutorial:armor_trim
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tutorial:armor_trim [2024/05/12 11:37] – created herr_chaos | tutorial:armor_trim [2024/05/12 15:13] – used yarn code correctly, fr this time herr_chaos | ||
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- | ===== Adding | + | ===== Adding |
=== Introduction === | === Introduction === | ||
In this page you will learn how to add a new armor trim. For this tutorial we will be using '' | In this page you will learn how to add a new armor trim. For this tutorial we will be using '' | ||
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=== Registering the Item === | === Registering the Item === | ||
In theory we don't need to add a new item since this is more data packed than it is modded, but if you would do this using only a data pack we would be missing the nice tooltip in the description of the Armor Trim item.\\ | In theory we don't need to add a new item since this is more data packed than it is modded, but if you would do this using only a data pack we would be missing the nice tooltip in the description of the Armor Trim item.\\ | ||
- | To register this item we need to register it as a new <file> | + | To register this item we need to register it as a new |
+ | '' | ||
+ | The TrimId can be separate from the actual item name, but for ease of making we will use the same for both.\\ | ||
For the rest we will just need the basic thingamajig of item registration: | For the rest we will just need the basic thingamajig of item registration: | ||
< | < | ||
// adding a new SmithingTemplateItem named " | // adding a new SmithingTemplateItem named " | ||
- | public static final Item TUTORIAL_ARMOR_TRIM = SmithingTemplateItem.of(new Identifier(" | + | public static final class_1792 |
// registering said Item with MODID " | // registering said Item with MODID " | ||
public static void registerModItems() { | public static void registerModItems() { | ||
- | | + | |
} | } | ||
</ | </ | ||
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And then just normal item textures if you desire so, but **NO LANG**, that comes later. | And then just normal item textures if you desire so, but **NO LANG**, that comes later. | ||
- | === Making it smithing table compatible. | + | === Making it smithing table compatible. (drawing the rest of the owl) === |
To make it work with the smithing table, which is the goal, we need to create three files. | To make it work with the smithing table, which is the goal, we need to create three files. | ||
First we need to create a armor trim info file. This file is named | First we need to create a armor trim info file. This file is named | ||
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resources/ | resources/ | ||
</ | </ | ||
- | these and any following names and paths have to be **exactly** like displayed (obviously you need to change | + | these and any following names and paths have to be **exactly** like displayed (obviously you need to change |
Into this file we need to put these three things: | Into this file we need to put these three things: | ||
- | asset_id, | + | asset_id, |
description, | description, | ||
and the template_item, | and the template_item, | ||
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resources/ | resources/ | ||
</ | </ | ||
- | Other than that, this is just recipe file and nothing interesting: | + | Other than that, this is just a recipe file and nothing interesting: |
<code JavaScript> | <code JavaScript> | ||
{ | { | ||
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</ | </ | ||
- | Now if we would theoretically test this. It would work, but we would be greeted by the beautiful missing texture texture.\\ | + | Now if we would theoretically test this, it would work but we would be greeted by the beautiful missing texture texture.\\ |
So we need to: | So we need to: | ||
== Make assets == | == Make assets == | ||
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== Trim textures == | == Trim textures == | ||
The first file we need just points to the different texture locations and that's pretty much it.\\ | The first file we need just points to the different texture locations and that's pretty much it.\\ | ||
- | The file is name: | + | The file is named: |
< | < | ||
armor_trims.json | armor_trims.json | ||
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</ | </ | ||
- | Now, the file has as lot inside but the only change is this tiny part:\\ | + | Now, the file has a lot inside but the only change is this tiny part:\\ |
- | < | + | < |
- | < | + | " |
+ | " | ||
+ | </ | ||
The rest is just vanilla code we cant go around.\\ | The rest is just vanilla code we cant go around.\\ | ||
- | The last two file we need for textures are: | + | The last two files we need for textures are: |
< | < | ||
tutorial_armor_trim.png | tutorial_armor_trim.png | ||
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tutorial_armor_trim_leggings.png | tutorial_armor_trim_leggings.png | ||
</ | </ | ||
- | just like we change | + | just like we've changed |
< | < | ||
resources/ | resources/ | ||
</ | </ | ||
But now the question is: | But now the question is: | ||
- | = How do I create these textures | + | == How do I create these textures |
There are a lot of ways you could do this. For example you could: \\ | There are a lot of ways you could do this. For example you could: \\ | ||
- | Use skindex or any other skineditor to have a 3d view of what you're doing, but that would give you one texture and you need two or you could edit existing trims and go free style, but the best way I've found so far is to take one of the armor textures and put it into a pixel editing tool of your choice and then also get the color palette and paint over the armor texture. Then, when you're finished drawing, you just erase the original armor texture. By doing it this way you know where the armor can even be modified, or better said where it should. \\ | + | Use skindex or any other skineditor to have a 3d view of what you're doing, but that would give you one texture and you need two or you could edit existing trims and go free style, but the best way I've found so far is to take one of the armor textures and put it into a pixel editing tool of your choice and then also get the color palette and paint over the armor texture. Then, when you're finished drawing, you just erase the original armor texture. By doing it this way you know where the armor can be modified, or better said where it should. \\ |
With that done the trim effectively works, but in the tooltip of the armor trim and trimmed item we will have this ugly text: < | With that done the trim effectively works, but in the tooltip of the armor trim and trimmed item we will have this ugly text: < | ||
But this is an easy fix with some: | But this is an easy fix with some: | ||
== Translation == | == Translation == | ||
- | In the < | + | In the < |
<code JavaScript> | <code JavaScript> | ||
{ | { |
tutorial/armor_trim.txt · Last modified: 2024/08/26 01:26 by solidblock