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tutorial:shield [2022/09/04 21:43] – fixed mistakes, added dependencies, added discalimer cringestar_boitutorial:shield [2023/12/17 01:07] – finally updated this page cringestar_boi
Line 1: Line 1:
-__**THIS PAGE SHOULD WORK FOR 1.17-1.18. THE 1.14-1.16 SECTIONS HAVE NOT BEEN TESTED IN A LONG TIME, SO THEY MAY NOT WORK. AT THIS TIME, THERE IS NOT WAY TO DO THIS IN 1.19**__ +====== Making a Custom Shield in Minecraft [1.20] ======
- +
-====== Making a Custom Shield in Minecraft [1.18-1.14] ======+
  
 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 15: Line 13:
 **gradle.properties**\\  **gradle.properties**\\ 
 <code java> <code java>
-fabric_shield_lib_version=1.5.3-1.18+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.CrimsonDawn45:Fabric-Shield-Lib:v${project.fabric_shield_lib_version}" + modImplementation "com.github.CrimsonDawn45:Fabric-Shield-Lib:v${project.fabric_shield_lib_version}"
-</code>\\  +
-At the time of writing, latest project.fabric_shield_lib_version should be 1.5.3-1.18. This page will be updated whenever a new update comes out.\\ \\  +
-**build.gradle** (under repositories, the one above dependencies)\\  +
-<code java> +
- maven { url = 'https://jitpack.io'+
-</code>\\  +
- +
-If you are doing this in Minecraft version 1.17 or higher or using FabricShieldLib version 1.5.0 or higher, add these things as well: +
- +
-**gradle.properties**\\  +
-<code java> +
- fabric_asm_version=2.3 +
- cloth_version=6.2.57 +
- mod_menu_version=3.0.1 +
- crowdlin_version=1.4+1.18 +
-</code>\\  +
- +
-**(These versions will be updated in this wiki alongside the mod version)** +
- +
-**build.gradle** (under dependencies)\\  +
-<code java> +
- +
- modApi("me.shedaniel.cloth:cloth-config-fabric:${project.cloth_version}") { +
- exclude(group: "net.fabricmc.fabric-api"+
-+
- include("me.shedaniel.cloth:cloth-config-fabric:${project.cloth_version}")+
  
- modCompileOnly modRuntimeOnly ("com.terraformersmc:modmenu:${project.mod_menu_version}"), { + modImplementation "com.terraformersmc:modmenu:${project.mod_menu_version}"
- exclude(group: "net.fabricmc.fabric-api"+
- }+
  
- modImplementation("com.github.Chocohead:Fabric-ASM:v${project.fabric_asm_version}") { + modImplementation "maven.modrinth:midnightlib:${project.midnightlib_version}"
- exclude (group: "net.fabricmc.fabric-api"+
-+
- include("com.github.Chocohead:Fabric-ASM:v${project.fabric_asm_version}")+
  
 + modImplementation "com.github.Chocohead:Fabric-ASM:v${project.fabricasm_version}"
 </code>\\  </code>\\ 
  
-**build.gradle** (under repositories, the one above dependencies)\\ +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>
- maven { url "https://maven.shedaniel.me/" } + maven {url = 'https://jitpack.io'
- maven { url "https://maven.terraformersmc.com/releases/" }+ 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 shield, there are extra steps that will be covered after the main creation.(STILL BEING REMADE)**\\
 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); // FabricShieldItem(settings.maxDamage(durability), cooldownTicks, enchantability, repairItem)+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> </code>
  
Line 76: Line 51:
    
 <code java> <code java>
-Registry.register(Registry.ITEM, new Identifier("examplemod", "netherite_shield"), NETHERITE_SHIELD);+Registry.register(Registries.ITEM, new Identifier("examplemod", "netherite_shield"), NETHERITE_SHIELD);
 </code> </code>
  
-And our shield is done!\\ +If you want to add your shield to a creative tab, add this into your ''onInitialize()'' method: 
 +<code java> 
 +ItemGroupEvents.modifyEntriesEvent(ItemGroups.COMBAT).register(entries -> { 
 + entries.add(NETHERITE_SHIELD); 
 +}); 
 +</code> 
 + 
 +And our shield is (code-wise) done!\\ 
 Now, we have to create the textures and models of the shield.\\  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/assets/examplemod/textures/item/<filename>.png''\\ +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.\\  Now, for the models, we have to write a few .json files.\\ 
-For the model file without blockingwe use: \\ + 
 + 
 +Inside ''resources/assets/examplemod/models/item/''create a ''netherite_shield.json'' file and put this inside it:\\  
 <code javascript> <code javascript>
 { {
Line 100: Line 85:
 } }
 </code>\\  </code>\\ 
-Put it in ''resources/assets/examplemod/models/item/netherite_shield.json''\\  + 
-For the blocking modeluse this\\ +In the same folder, create another file, ''netherite_shield_blocking.json'', and put his inside it
 <code javascript> <code javascript>
 { {
Line 107: Line 92:
 } }
 </code>\\  </code>\\ 
-Plop it in resources/models/item/netherite_shield_blocking.json\\ \\  + 
-Don't forget to add it to **en_us.json** in ''resources/assets/lang/en_us.json''\\ +Lastly, create a ''shields.json'' file in ''resources/data/c/tags/items/shields.json'' and add your shield to it:
 <code javascript> <code javascript>
 { {
-  "item.examplemod.netherite_shield": "Netherite Shield"+  "replace": false, 
 +  "values":
 +    "examplemod:netherite_shield" 
 +  ]
 } }
 </code>\\  </code>\\ 
-And with that, your shield is done! 
- 
- 
-===== Adding banner support to your shield (1.17+) ===== 
- 
-If you are using 1.17 instead of 1.18, please change the fabric_shield_lib_version in **gradle.properties** to: 
-<code java> 
-fabric_shield_lib_version=1.5.0-1.17 
-</code> 
- 
-This is where mixins get involved. 
- 
-First thing you will want to do is to change //FabricShieldItem// to //FabricBannerShieldItem// so that it will be able to be crafted with banners. 
- 
-<code java> 
-public static final Item NETHERITE_SHIELD = new FabricBannerShieldItem(new FabricItemSettings().maxDamage(2500).group(ItemGroup.COMBAT), 10, 13, Items.NETHERITE_INGOT); // FabricBannerShieldItem(settings.maxDamage(durability), cooldownTicks, enchantability, repairItem) 
-</code> 
- 
-Now, we have to register a few things 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> 
- 
-Before we do any work in our client mod initializer, we need to register its entrypoint in ''fabric.mod.json''. 
  
 +Don't forget to add it to **en_us.json** in ''resources/assets/lang/en_us.json''\\ 
 <code javascript> <code javascript>
 { {
-  [...] +  "item.examplemod.netherite_shield": "Netherite Shield"
-  "entrypoints":+
-    "main":+
-      "net.fabricmc.ExampleMod" +
-    ], +
-    "client": +
-      "net.fabricmc.ExampleModClient" +
-    ] +
-  } +
-  [...]+
 } }
-</code> +</code>\\  
- +And with that, your shield is done!
-Ok, so now that is done, we can work in our client initializer. +
- +
-First, we will need to create an ''EntityModelLayer'' to use later. +
-<code java> +
-public class ExampleModClient implements ClientModInitializer { +
- +
-    public static final EntityModelLayer NETHERITE_SHIELD_MODEL_LAYER = new EntityModelLayer(new Identifier("examplemod", "netherite_shield"),"main"); ​ +
- +
-    @Override +
-    public void onInitializeClient() { +
-     +
-    } +
-+
-</code> +
- +
-Next, we will register out ''EntityModelLayer'' that we made previously.  +
- +
-<code java> +
-public class ExampleModClient implements ClientModInitializer { +
- +
-    public static final EntityModelLayer NETHERITE_SHIELD_MODEL_LAYER = new EntityModelLayer(new Identifier("examplemod", "netherite_shield"),"main"); ​ +
- +
-    @Override +
-    public void onInitializeClient() { +
-        EntityModelLayerRegistry.registerModelLayer(NETHERITE_SHIELD_MODEL_LAYER, ShieldEntityModel::getTexturedModelData); +
-    } +
-+
-</code> +
- +
-Then we will register our 2 ''SpriteIdentifier''s. +
- +
-<code java> +
-public class ExampleModClient implements ClientModInitializer { +
- +
-    public static final EntityModelLayer NETHERITE_SHIELD_MODEL_LAYER = new EntityModelLayer(new Identifier("examplemod", "netherite_shield"),"main"); ​ +
- +
-    @Override +
-    public void onInitializeClient() { +
-        EntityModelLayerRegistry.registerModelLayer(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> +
- +
-And now we get to the mixin. Don't worry, its an easy one. +
- +
-If this is your first time, [[tutorial:mixin_registration|here's how to register mixins on your fabric.mod.json]] //__(Make sure to make a **client** mixin)__// +
- +
-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''. The ''Spriteidentifier''s will be the same as in your ''ClientModInitializer''+
-<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_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; +
-}     +
-</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(ExampleModClient.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> +
-@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){ +
-        this.modelNetheriteShield = new ShieldEntityModel(this.entityModelLoader.getModelPart(ExampleModClient.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)) { +
-            FabricShieldLibClient.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>      +
- +
-That is now all of the complicated things done! We now only need to change our existing model, add a ''nopattern'' texture, and move our textures to the locations we identified earlier. +
- +
-In your shield model, ''netherite_shield.json'' for us, we need to change the parent and remove the texture. +
-<code javascript> +
-+
-  "parent":"fabricshieldlib:item/fabric_banner_shield", +
-    "overrides":+
-        { +
-            "predicate":+
-                "blocking":+
-            }, +
-            "model": "examplemod:item/netherite_shield_blocking" +
-        } +
-    ] +
-+
-</code> +
- +
-You also have to change your blocking model for your shield, ''netherite_shield_blocking.json'' for us, to: +
- +
-<code javascript> +
-+
-  "parent":"fabricshieldlib:item/fabric_banner_shield_blocking" +
-+
-</code> +
- +
-For this next step, you will add ''_base_nopattern'' to your current shield texture, so ''netherite_shield'' to ''netherite_shield_base_nopattern''+
-Then, you will need to make a ''base'' version for your shield texture, so ''netherite_shield_base''. I recommend looking at the vanilla shield's ''base'' 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> +
-+
-    "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>     +
- +
-===== Adding banner support to your shield (1.16) ===== +
- +
-This is where mixins get involved. +
- +
-First, change the fabric_shield_lib in **gradle.properties** +
-\\  +
-<code java> +
-fabric_shield_lib_version=1.4.5-1.16 +
-</code> +
-\\  +
- +
-Next thing you will want to do is to change //FabricShieldItem// to //FabricBannerShieldItem// so that it will be able to be crafted with banners. +
- +
-<code java> +
-public static final Item NETHERITE_SHIELD = new FabricBannerShieldItem(new FabricItemSettings().maxDamage(2500).group(ItemGroup.COMBAT), 10, 13, Items.NETHERITE_INGOT); // FabricBannerShieldItem(settings.maxDamage(durability), cooldownTicks, enchantability, repairItem) +
-</code> +
- +
-Now, we have to register a few things 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> +
- +
-Before we do any work in our client mod initializer, we need to register its entrypoint in ''fabric.mod.json''+
- +
-<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. +
- +
-The only thing that we will need to do is register our 2 ''SpriteIdentifier''s. +
- +
-<code java> +
-public class ExampleModClient implements ClientModInitializer { +
- +
-    @Override +
-    public void onInitializeClient() { +
-        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> +
- +
-And now we get to the mixin. Don't worry, its an easy one. +
- +
-If this is your first time, [[tutorial:mixin_registration|here's how to register mixins on your fabric.mod.json]] //__(Make sure to make a **client** mixin)__// +
- +
-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''. The ''Spriteidentifier''s will be the same as in your ''ClientModInitializer''+
-<code java> +
-@Mixin (BuiltinModelItemRenderer.class) +
-public class RendererMixin { +
-    private ShieldEntityModel modelNetheriteShield = new ShieldEntityModel; +
-    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>  +
-  +
-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> +
-@Mixin (BuiltinModelItemRenderer.class) +
-public class RendererMixin { +
-    private ShieldEntityModel modelNetheriteShield = new ShieldEntityModel; +
-    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")); +
-     +
-    @Inject(method = "render", at = @At("HEAD")) +
-    private void mainRender(ItemStack stack, MatrixStack matrix, VertexConsumerProvider vertexConsumerProvider, int light, int overlay, CallbackInfo ci) { +
-        if (stack.getItem() == ExampleMod.NETHERITE_SHIELD)) { +
-            FabricShieldLibClient.renderBanner(stack, matrix, vertexConsumerProvider, light, overlay, modelFabricShield, 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>      +
- +
-That is now all of the complicated things done! We now only need to change our existing model, add a ''nopattern'' texture, and move our textures to the locations we identified earlier. +
- +
-In your shield model, ''netherite_shield.json'' for us, we need to change the parent and remove the texture. +
-<code javascript> +
-+
-  "parent":"fabricshieldlib:item/fabric_banner_shield", +
-    "overrides":+
-        { +
-            "predicate":+
-                "blocking":+
-            }, +
-            "model": "examplemod:item/netherite_shield_blocking" +
-        } +
-    ] +
-+
-</code> +
- +
-You also have to change your blocking model for your shield, ''netherite_shield_blocking.json'' for us, to: +
- +
-<code javascript> +
-+
-  "parent":"fabricshieldlib:item/fabric_banner_shield_blocking" +
-+
-</code> +
- +
-For this next step, you will add ''_base'' to your current shield texture, so ''netherite_shield'' to ''netherite_shield_base''+
-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> +
-+
-    "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>     +
- +
-===== Adding banner support to your shield (1.15) ===== +
- +
-This is where mixins get involved. +
- +
-First, change the fabric_shield_lib in **gradle.properties** +
-\\  +
-<code java> +
-fabric_shield_lib_version=1.4.5-1.15 +
-</code> +
-\\  +
- +
-Next thing you will want to do is to change //FabricShieldItem// to //FabricBannerShieldItem// so that it will be able to be crafted with banners. +
- +
-<code java> +
-public static final Item NETHERITE_SHIELD = new FabricBannerShieldItem(new FabricItemSettings().maxDamage(2500).group(ItemGroup.COMBAT), 10, 13, Items.NETHERITE_INGOT); // FabricBannerShieldItem(settings.maxDamage(durability), cooldownTicks, enchantability, repairItem) +
-</code> +
- +
-Now, we have to register a few things 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> +
- +
-Before we do any work in our client mod initializer, we need to register its entrypoint in ''fabric.mod.json''+
- +
-<code javascript> +
-+
-  [...] +
-  "entrypoints":+
-    "main":+
-      "net.fabricmc.ExampleMod" +
-    ], +
-    "client":+
-      "net.fabricmc.ExampleModClient" +
-    ] +
-  } +
-  [...] +
-+
-</code> +
- +
-Ok, so now that is donewe can work in our client initializer. +
- +
-The only thing that we will need to do is register our 2 ''SpriteIdentifier''s. +
- +
-<code java> +
-public class ExampleModClient implements ClientModInitializer { +
- +
-    @Override +
-    public void onInitializeClient() { +
-        ClientSpriteRegistryCallback.event(SpriteAtlasTexture.BLOCK_ATLAS_TEX).register((atlasTexture, registry) -> { +
-            registry.register(new Identifier("examplemod", "entity/netherite_shield_base")); +
-            registry.register(new Identifier("examplemod", "entity/netherite_shield_base_nopattern")); +
-        }); +
-    } +
-+
-</code> +
- +
-And now we get to the mixin. Don't worry, its an easy one. +
- +
-If this is your first time, [[tutorial:mixin_registration|here's how to register mixins on your fabric.mod.json]] //__(Make sure to make a **client** mixin)__// +
- +
-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''. The ''Spriteidentifier''s will be the same as in your ''ClientModInitializer''+
-<code java> +
-@Mixin (BuiltinModelItemRenderer.class) +
-public class RendererMixin { +
-    private ShieldEntityModel modelNetheriteShield = new ShieldEntityModel; +
-    private static final SpriteIdentifier NETHERITE_SHIELD_BASE = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEX, new Identifier("examplemod","entity/netherite_shield_base")); +
-    private static final SpriteIdentifier NETHERITE_SHIELD_BASE_NO_PATTERN = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEX, new Identifier("examplemod","entity/netherite_shield_base_nopattern")); +
-+
-</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> +
-@Mixin (BuiltinModelItemRenderer.class) +
-public class RendererMixin { +
-    private ShieldEntityModel modelNetheriteShield = new ShieldEntityModel; +
-    private static final SpriteIdentifier NETHERITE_SHIELD_BASE = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEX, new Identifier("examplemod","entity/netherite_shield_base")); +
-    private static final SpriteIdentifier NETHERITE_SHIELD_BASE_NO_PATTERN = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEX, new Identifier("examplemod","entity/netherite_shield_base_nopattern")); +
-     +
-    @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.getItem() == ExampleMod.NETHERITE_SHIELD)) { +
-            FabricShieldLibClient.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>      +
- +
-That is now all of the complicated things done! We now only need to change our existing model, add a ''nopattern'' texture, and move our textures to the locations we identified earlier. +
- +
-In your shield model, ''netherite_shield.json'' for us, we need to change the parent and remove the texture. +
-<code javascript> +
-+
-  "parent":"fabricshieldlib:item/fabric_banner_shield", +
-    "overrides":+
-        { +
-            "predicate":+
-                "blocking":+
-            }, +
-            "model": "examplemod:item/netherite_shield_blocking" +
-        } +
-    ] +
-+
-</code> +
- +
-You also have to change your blocking model for your shield, ''netherite_shield_blocking.json'' for us, to: +
- +
-<code javascript> +
-+
-  "parent":"fabricshieldlib:item/fabric_banner_shield_blocking" +
-+
-</code> +
- +
-For this next step, you will add ''_base'' to your current shield texture, so ''netherite_shield'' to ''netherite_shield_base''+
-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> +
-+
-    "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>     +
-===== Adding banner support to your shield (1.14) ===== +
- +
-This is where mixins get involved. +
- +
-First, change the fabric_shield_lib in **gradle.properties** +
-\\  +
-<code java> +
-fabric_shield_lib_version=1.4.5-1.14 +
-</code> +
-\\  +
- +
-Next thing you will want to do is to change //FabricShieldItem// to //FabricBannerShieldItem// so that it will be able to be crafted with banners. +
- +
-<code java> +
-public static final Item NETHERITE_SHIELD = new FabricBannerShieldItem(new FabricItemSettings().maxDamage(2500).group(ItemGroup.COMBAT), 10, 13, Items.NETHERITE_INGOT); // FabricBannerShieldItem(settings.maxDamage(durability), cooldownTicks, enchantability, repairItem) +
-</code> +
- +
-The only thing we will need to do now is to add a simple mixin. +
- +
-If this is your first time, [[tutorial:mixin_registration|here's how to register mixins on your fabric.mod.json]] //__(Make sure to make a **client** mixin)__// +
- +
-We will make a class called ''RendererMixin'' and write: +
-<code java> +
-@Mixin (BuiltinModelItemRenderer.class) +
-public class RendererMixin { +
- +
-+
-</code> +
- +
-Then we will make the necessary ''Identifier''s. They will be the path to your textures and the second one will have an additional **_nopattern** added to the file name. +
-<code java> +
-@Mixin (BuiltinModelItemRenderer.class) +
-public class RendererMixin { +
-    private static final Identifier NETHERITE_SHIELD_BASE = new Identifier("examplemod","entity/netherite_shield_base"); +
-    private static final Identifier NETHERITE_SHIELD_BASE_NO_PATTERN = new Identifier("examplemod","entity/netherite_shield_base_nopattern"); +
-+
-</code>  +
-  +
-Now we get to the most important part of the mixin. We will inject a method to render a banner on our shield. **Do not forget to mark the inject with //cancellable = true//** +
-   +
-<code java> +
-@Mixin (BuiltinModelItemRenderer.class) +
-public class RendererMixin { +
-    private static final Identifier NETHERITE_SHIELD_BASE = new Identifier("examplemod","entity/netherite_shield_base"); +
-    private static final Identifier NETHERITE_SHIELD_BASE_NO_PATTERN = new Identifier("examplemod","entity/netherite_shield_base_nopattern"); +
-     +
-    @Inject(method = "render", at = @At("HEAD"), cancellable = true) +
-    private void mainRender(ItemStack stack, CallbackInfo callbackInfo) { +
-        if (stack.getItem() == ExampleMod.NETHERITE_SHIELD)) { +
-            //The first parameter is taken from the method, while you will provide your 2 identifiers in the order of ''//SHIELD_NAME//_BASE_NOPATTERN'' and then ''//SHIELD_NAME//_BASE''+
-            FabricShieldBannerRendering.render(stack, NETHERITE_SHIELD_BASE_NO_PATTERN, NETHERITE_SHIELD_BASE); +
-            callbackInfo.cancel(); +
-        } +
-    } +
- +
-     +
-+
-</code>      +
- +
-That is now all of the complicated things done! We now only need to change our existing model, add a ''nopattern'' texture, and move our textures to the locations we identified earlier. +
- +
-In your shield model, ''netherite_shield.json'' for us, we need to change the parent and remove the texture. +
-<code javascript> +
-+
-  "parent":"fabricshieldlib:item/fabric_banner_shield", +
-    "overrides":+
-        { +
-            "predicate":+
-                "blocking":+
-            }, +
-            "model": "examplemod:item/netherite_shield_blocking" +
-        } +
-    ] +
-+
-</code> +
- +
-You also have to change your blocking model for your shield, ''netherite_shield_blocking.json'' for us, to: +
- +
-<code javascript> +
-+
-  "parent":"fabricshieldlib:item/fabric_banner_shield_blocking" +
-+
-</code> +
- +
-For this next step, you will add ''_base'' to your current shield texture, so ''netherite_shield'' to ''netherite_shield_base''+
-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> +
-+
-    "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>     +
- +
-Now your shield is done and has banner support!+
tutorial/shield.txt · Last modified: 2024/07/03 07:08 by solidblock