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tutorial:shield [2021/10/17 22:31] – Changed lib cringestar_boitutorial:shield [2023/12/21 20:15] cringestar_boi
Line 1: Line 1:
-====== Making a Custom Shield in Minecraft ======+====== Making a Custom Shield in Minecraft [1.20] ======
  
 Congrats! You just learned how to create your custom sword in the last tutorial! Now imagine you want to shield yourself from that sword if your friend got it. If you made it too op, a regular shield won't do. So we will see how to make a custom shield.\\  Congrats! You just learned how to create your custom sword in the last tutorial! Now imagine you want to shield yourself from that sword if your friend got it. If you made it too op, a regular shield won't do. So we will see how to make a custom shield.\\ 
Line 5: Line 5:
  
 Library source is available at https://github.com/CrimsonDawn45/Fabric-Shield-Lib Library source is available at https://github.com/CrimsonDawn45/Fabric-Shield-Lib
 +
 +Library compiled as a jar is available at https://www.curseforge.com/minecraft/mc-mods/fabric-shield-lib
  
 ===== Adding the library to your project ===== ===== Adding the library to your project =====
Line 11: Line 13:
 **gradle.properties**\\  **gradle.properties**\\ 
 <code java> <code java>
-fabric_shield_lib_version=1.4.4+fabric_shield_lib_version=1.7.2-1.20.4 
 +midnightlib_version=1.5.2-fabric 
 +mod_menu_version=9.0.0-pre.1 
 +fabricasm_version=2.3
 </code>\\  </code>\\ 
 **build.gradle** (under dependencies)\\  **build.gradle** (under dependencies)\\ 
 <code java> <code java>
-modImplementation "com.github.CringeStar:Fabric-Shield-Lib:v${project.fabric_shield_lib_version}-${project.minecraft_version}"+ modImplementation "com.github.CrimsonDawn45:Fabric-Shield-Lib:v${project.fabric_shield_lib_version}
 + 
 + modImplementation "com.terraformersmc:modmenu:${project.mod_menu_version}" 
 + 
 + modImplementation "maven.modrinth:midnightlib:${project.midnightlib_version}" 
 + 
 + modImplementation "com.github.Chocohead:Fabric-ASM:v${project.fabricasm_version}"
 </code>\\  </code>\\ 
-At the time of writing, latest project.fabric_shield_lib_version should be 1.4.4, and latest project.minecraft_version should be 1.17.1. This page will be updated whenever a new update comes out.\\ \\  + 
-**build.gradle** (under repositories)\\ +At the time of writing, latest project.fabric_shield_lib_version should be 1.7.2-1.20.4. This page will be updated whenever a new update comes out.\\ \\  
 +**build.gradle** (inside repositories, the one above dependencies)\\ 
 <code java> <code java>
-allprojects { repositories { maven { url 'https://jitpack.io' } } }+ maven {url 'https://jitpack.io'} 
 + maven {url "https://maven.terraformersmc.com/releases/"} 
 + maven {url = "https://api.modrinth.com/maven"}
 </code>\\  </code>\\ 
 +
 +__//**Midnight Lib and FabricASM are included in FabricShieldLib release (.jar on Curseforge/Modrinth) but need to be used as dependencies when developing**//__
  
 ===== Adding a custom shield ===== ===== Adding a custom shield =====
-**If you want your shield to support banner decoration, there are extra steps that will be covered after the main creation.**\\+**If you want your shield to support banner decoration on your shieldplease skip to the next section**\\
 On to the non-boring steps! We will now make a custom shield!\\ \\  On to the non-boring steps! We will now make a custom shield!\\ \\ 
 If you have followed the above steps correctly and refreshed the project, then you will have the fabric shield api installed.\\  If you have followed the above steps correctly and refreshed the project, then you will have the fabric shield api installed.\\ 
 If so, the first step to do is create a new instance of an Item like: If so, the first step to do is create a new instance of an Item like:
 <code java> <code java>
-public static final Item NETHERITE_SHIELD = new FabricShieldItem(new FabricItemSettings().maxDamage(2500).group(ItemGroup.COMBAT), 10, 13, Items.NETHERITE_INGOT, false); // FabricShieldItem(settings.maxDamage(durability), cooldownTicks, enchantability, repairItem, bannerSupport) +public static final Item NETHERITE_SHIELD = new FabricShieldItem(new FabricItemSettings().maxDamage(2500), 10, 13, Items.NETHERITE_INGOT); // FabricShieldItem(settings.maxDamage(durability), cooldownTicks, enchantability, repairItems)
-</code>\\  +
-Then, we have to register it, like so:\\  +
-<code java> +
-Registry.register(Registry.ITEM, new Identifier("examplemod", "netherite_shield"), NETHERITE_SHIELD) +
-</code>\\  +
-And our shield is done!\\  +
-Now, we have to create the textures and models of the shield.\\  +
-For the texture, you can use anything. A good place to start is looking at mojang's shield image and changing it. Put it in resources/textures/item/<filename>.png\\  +
-Now, for the models, we have to write a few .json files.\\  +
-For the model file without blocking, we use: \\  +
-<code javascript> +
-+
-    "parent":"fabricshieldlib:item/fabric_shield_template", +
-    "textures":+
-        "shield":"examplemod:item/netherite_shield" +
-    }, +
-    "overrides":+
-        { +
-            "predicate":+
-                "blocking":+
-            }, +
-            "model": "examplemod:item/netherite_shield_blocking" +
-        } +
-    ] +
-+
-</code>\\  +
-Put it in resources/models/item/netherite_shield.json\\  +
-For the blocking model, use this: \\  +
-<code javascript> +
-+
-  "parent": "fabricshieldlib:item/fabric_shield_blocking_template" +
-+
-</code>\\  +
-Plop it in resources/models/item/netherite_shield_blocking.json\\ \\  +
-Don't forget to add it to **en_us.json**\\  +
-<code javascript> +
-+
-  "item.examplemod.netherite_shield": "Netherite Shield" +
-+
-</code>\\  +
-And with that, your shield is done! +
- +
- +
-===== Adding a banner support to your shield ===== +
- +
-This is where mixins get involved. +
- +
-First thing you will want to do is to change //bannerSupport// to //true// so that it will be able to be crafted with banners. +
- +
-Next, we will need to create an ''EntityModelLayer'' to use later. I recommend making it in your main class. +
- +
-<code java> +
-public static final EntityModelLayer NETHERITE_SHIELD_MODEL_LAYER = new EntityModelLayer(new Identifier("examplemod", "netherite_shield"),"main");+
 </code> </code>
- 
-And now we get to the mixin. Don't worry, the big bulk of it is just a copy-paste. 
  
-If this is your first time, [[tutorial:mixin_registration|here's how to register mixins on your fabric.mod.json]] +Then, we have to register it, like so:
- +
-We will make a class called ''RendererMixin'' and write: +
-<code java> +
-@Mixin (BuiltinModelItemRenderer.class) +
-public class RendererMixin { +
- +
-+
-</code> +
- +
-Then we will make the necessary ''Spriteidentifier''s and a ''ShieldEntityModel''+
-<code java> +
-@Mixin (BuiltinModelItemRenderer.class) +
-public class RendererMixin { +
-    private ShieldEntityModel modelNetheriteShield; +
-    private static final SpriteIdentifier NETHERITE_SHIELD_BASE = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, new Identifier("examplemod","entity/netherite_shield_base")); +
-    private static final SpriteIdentifier NETHERITE_SHIELD_BASE_NO_PATTERN = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, new Identifier("examplemod","entity/netherite_shield_base_nopattern")); +
-+
-</code> +
- +
-Next, we need to @Shadow the ''entityModelLoader'' so that we can use it to initialize our model. +
-<code java> +
-@Mixin (BuiltinModelItemRenderer.class) +
-public class RendererMixin { +
-    private ShieldEntityModel modelNetheriteShield; +
-    private static final SpriteIdentifier NETHERITE_SHIELD_BASE = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTUREnew Identifier("examplemod","entity/netherite_shield_base")); +
-    private static final SpriteIdentifier NETHERITE_SHIELD_BASE_NO_PATTERN = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, new Identifier("examplemod","entity/netherite_shield_base_nopattern")); +
- +
-    @Final +
-    @Shadow +
-    private EntityModelLoader entityModelLoader; +
-}     +
-</code> +
- +
-Now we will inject into the ''reload'' method to initialize our model. +
-<code java> +
-@Mixin (BuiltinModelItemRenderer.class) +
-public class RendererMixin { +
-   private ShieldEntityModel modelNetheriteShield; +
-    private static final SpriteIdentifier NETHERITE_SHIELD_BASE = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, new Identifier("examplemod","entity/netherite_shield_base")); +
-    private static final SpriteIdentifier NETHERITE_SHIELD_BASE_NO_PATTERN = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, new Identifier("examplemod","entity/netherite_shield_base_nopattern")); +
- +
-    @Final +
-    @Shadow +
-    private EntityModelLoader entityModelLoader; +
- +
- +
-    @Inject(method = "reload", at = @At("HEAD")) +
-    private void setModelNetheriteShield(CallbackInfo ci){ +
-        modelNetheriteShield = new ShieldEntityModel(this.entityModelLoader.getModelPart(ExampleMod.NETHERITE_SHIELD_MODEL_LAYER)); +
-    } +
-+
-</code>    +
    
-Now we get to the most important part of the mixin. We will inject a method to render a banner on our shield. 
-   
 <code java> <code java>
-@Mixin (BuiltinModelItemRenderer.class) +Registry.register(Registries.ITEM, new Identifier("examplemod", "netherite_shield"), NETHERITE_SHIELD);
-public class RendererMixin { +
-   private ShieldEntityModel modelNetheriteShield; +
-    private static final SpriteIdentifier NETHERITE_SHIELD_BASE = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, new Identifier("examplemod","entity/netherite_shield_base")); +
-    private static final SpriteIdentifier NETHERITE_SHIELD_BASE_NO_PATTERN = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTUREnew Identifier("examplemod","entity/netherite_shield_base_nopattern")); +
- +
-    @Final +
-    @Shadow +
-    private EntityModelLoader entityModelLoader; +
- +
- +
-    @Inject(method = "reload", at = @At("HEAD")) +
-    private void setModelNetheriteShield(CallbackInfo ci){ +
-        this.modelNetheriteShield = new ShieldEntityModel(this.entityModelLoader.getModelPart(ExampleMod.NETHERITE_SHIELD_MODEL_LAYER)); +
-    } +
-     +
-    @Inject(method = "render", at = @At("HEAD")) +
-    private void mainRender(ItemStack stack, ModelTransformation.Mode mode, MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light, int overlay, CallbackInfo ci) { +
-        if (stack.isOf(ExampleMod.NETHERITE_SHIELD)) { +
-            FabricShieldItem.renderBanner(stack, matrices, vertexConsumers, light, overlay, modelNetheriteShield, NETHERITE_SHIELD_BASE, NETHERITE_SHIELD_BASE_NO_PATTERN);  +
-            //The first five parameters are taken from the method, while the last 3 you provide yourself. You will provide the model, and then your 2 sprite identifiers in the order of ''//SHIELD_NAME//_BASE'' and then ''//SHIELD_NAME//_BASE_NOPATTERN. +
-'' +
-        } +
-    } +
- +
-     +
-+
-</code>      +
- +
-There is one more big thing and five little things that we have left to do. +
- +
-We have to register our ''entityModelLayer'' and our ''SpriteIdentifiers'' in our ''ClientModInitalizer''+
- +
-To create our ''ClientModInitalizer'', we will make a new class called ''ExampleModClient'' and implement ''ClientModInitializer''. We will also implement and override the method ''onInitializeClient'' **(If you already have a client initializer, you can skip these next 2 steps.)** +
- +
-<code java> +
-public class ExampleModClient implements ClientModInitializer { +
-    @Override +
-    public void onInitializeClient() { +
-     +
-    } +
-}+
 </code> </code>
  
-Before we do any work in our client mod initializerwe need to register its entrypoint in ''fabric.mod.json''+If you want to add your shield to a creative tabadd this into your ''onInitialize()'' method:
- +
-<code javascript> +
-+
-  [...] +
-  "entrypoints"+
-    "main":+
-      "net.fabricmc.ExampleMod" +
-    ], +
-    "client":+
-      "net.fabricmc.ExampleModClient" +
-    ] +
-  } +
-  [...] +
-+
-</code> +
- +
-Ok, so now that is done, we can work in our client initializer. +
- +
-First, we will register out ''EntityModelLayer'' that we made previously.  +
 <code java> <code java>
-public class ExampleModClient implements ClientModInitializer { +ItemGroupEvents.modifyEntriesEvent(ItemGroups.COMBAT).register(entries -> 
-    @Override + entries.add(NETHERITE_SHIELD); 
-    public void onInitializeClient() { +});
-        EntityModelLayerRegistry.registerModelLayer(ExampleMod.NETHERITE_SHIELD_MODEL_LAYER, ShieldEntityModel::getTexturedModelData); +
-    } +
-}+
 </code> </code>
  
-Next we will register our ''SpriteIdentifier''s.+And our shield is (code-wise) done!\\  
 +Now, we have to create the textures and models of the shield.\\  
 +For the texture, you can use anything. A good place to start is to look at Mojang's shield texture and change it. Put it in ''resources/assets/examplemod/textures/item/netherite_shield.png''\\  
 +Now, for the models, we have to write a few .json files.\\ 
  
-<code java> 
-public class ExampleModClient implements ClientModInitializer { 
-    @Override 
-    public void onInitializeClient() { 
-        EntityModelLayerRegistry.registerModelLayer(ExampleMod.NETHERITE_SHIELD_MODEL_LAYER, ShieldEntityModel::getTexturedModelData); 
-        ClientSpriteRegistryCallback.event(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE).register((atlasTexture, registry) -> { 
-            registry.register(new Identifier("examplemod", "entity/netherite_shield_base")); 
-            registry.register(new Identifier("examplemod", "entity/netherite_shield_base_nopattern")); 
-        }); 
-    } 
-} 
-</code> 
  
-That is now all of the complicated things done! We now only need to change our existing modeladd a ''nopattern'' texture, and move our textures to the locations we identified earlier.+Inside ''resources/assets/examplemod/models/item/''create a ''netherite_shield.json'' file and put this inside it:\\ 
  
-In your shield model, ''netherite_shield.json'' for us, we need to change the parent and remove the texture. 
 <code javascript> <code javascript>
 { {
-  "parent":"fabricshieldlib:item/fabric_shield_banner_support_template",+    "parent":"fabricshieldlib:item/fabric_shield"
 +    "textures":
 +        "shield":"examplemod:item/netherite_shield" 
 +    },
     "overrides": [     "overrides": [
         {         {
Line 248: Line 84:
     ]     ]
 } }
-</code>+</code>\\ 
  
-You also have to change your blocking model for your shield, ''netherite_shield_blocking.json'' for usto:+In the same folder, create another file, ''netherite_shield_blocking.json'', and put his inside it:  
 +<code javascript> 
 +
 +  "parent": "fabricshieldlib:item/fabric_shield_blocking" 
 +
 +</code>\\ 
  
 +Lastly, create a ''shields.json'' file in ''resources/data/c/tags/items/shields.json'' and add your shield to it:
 <code javascript> <code javascript>
 { {
-  "parent":"fabricshieldlib:item/fabric_shield_banner_support_blocking_template"+  "replace": false, 
 +  "values":
 +    "examplemod:netherite_shield" 
 +  ]
 } }
-</code>+</code>\\ 
  
-For this next step, you will add ''_base'' to your current shield texture, so ''netherite_shield'' to ''netherite_shield_base''. +Don't forget to add it to **en_us.json** in ''resources/assets/lang/en_us.json''\\ 
-Then, you will need to make a ''nopattern'' version for your shield texture, so ''netherite_shield_base_nopattern''. I recommend looking at the vanilla shield's ''nopattern'' texture. +
- +
-Then, you will move both of these textures into ''resources/assets/<modid>/textures/entity''+
- +
-For one last thing, you will need to add names for each of your shield color variants in ''en_us.json''.+
 <code javascript> <code javascript>
 { {
-    "item.examplemod.netherite_shield": "Netherite Shield", +  "item.examplemod.netherite_shield": "Netherite Shield"
-    "item.examplemod.netherite_shield.red": "Red Netherite Shield", +
-    "item.examplemod.netherite_shield.orange": "Orange Netherite Shield", +
-    "item.examplemod.netherite_shield.yellow": "Yellow Netherite Shield", +
-    "item.examplemod.netherite_shield.lime": "Lime Netherite Shield", +
-    "item.examplemod.netherite_shield.green": "Green Netherite Shield", +
-    "item.examplemod.netherite_shield.light_blue": "Light Blue Netherite Shield", +
-    "item.examplemod.netherite_shield.cyan": "Cyan Netherite Shield", +
-    "item.examplemod.netherite_shield.blue": "Blue Netherite Shield", +
-    "item.examplemod.netherite_shield.purple": "Purple Netherite Shield", +
-    "item.examplemod.netherite_shield.magenta": "Magenta Netherite Shield", +
-    "item.examplemod.netherite_shield.pink": "Pink Netherite Shield", +
-    "item.examplemod.netherite_shield.brown": "Brown Netherite Shield", +
-    "item.examplemod.netherite_shield.white": "White Netherite Shield", +
-    "item.examplemod.netherite_shield.light_gray": "Light Gray Netherite Shield", +
-    "item.examplemod.netherite_shield.gray": "Gray Netherite Shield", +
-    "item.examplemod.netherite_shield.dark_gray": "Dark Gray Netherite Shield", +
-    "item.examplemod.netherite_shield.black": "Black Netherite Shield"+
 } }
-</code>    +</code>\\  
 +And with that, your non-decorateable shield is done!
  
-Now your shield is done and has banner support!+===== Adding a custom shield with banner support ===== 
 +If you want to make your shield accept banners and decorateable like a vanilla shield, the process is slightly different.
tutorial/shield.txt · Last modified: 2024/07/03 07:08 by solidblock