How to make round shield texture, which can be connected with painted banner like default shield?
You can't... at least not with full banner support because the way banners are mapped is hardcoded to an entity model rather than being hardcoded to a specific texture that gets overridden (or something like that, similar to recoloring textures but a bit more advanced) and/or needing some sort of specified function for it to work.
The closest you can get is to use #tintindex on the face(s) of the model you want to be recolored, however this will only work with the base color of the shield. The base color is also the name of the banner/shield, for instance you might have a complicated flag design and it might be named "red shield" because that is the base color.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Can I use 1.9 models system for making different shields?
Not really, no.
The predicate system doesn't include anything to allow specific models per color, so you really only have the ability to have a different model based on durability and blocking usage. It would get too advanced with different layers, anyways.
Even if you use the system to make different models (for instance using durability... like making a kite shield, buckler, spike shield etc), it wouldn't be usable in survival. It's really either stick with the boring rectangular shield now (or do small edits like change the display) since it's an entity model, or make a single shield that looks cool but either can't be recolored or can only have a single color.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
The predicate system doesn't include anything to allow specific models per color, so you really only have the ability to have a different model based on durability and blocking usage. It would get too advanced with different layers, anyways.
Even if you use the system to make different models (for instance using durability... like making a kite shield, buckler, spike shield etc), it wouldn't be usable in survival. It's really either stick with the boring rectangular shield now (or do small edits like change the display) since it's an entity model, or make a single shield that looks cool but either can't be recolored or can only have a single color.
Ok, can I make different shield model for different durability(predicate system) without painting? In shield model I didn't find textures section.
Ok, can I make different shield model for different durability(predicate system) without painting? In shield model I didn't find textures section.
Yes.
The reason that the default shield model looks like that is because it's inherited from a hardcoded entity model, so you will have to make the models you intend to use from scratch rather than editing the default one.
Most model files don't use predicates by default anyways (or when they do, they don't use all possibilities), so if it's possible to use them you'll need to add it to your model first.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
The reason that the default shield model looks like that is because it's inherited from a hardcoded entity model, so you will have to make the models you intend to use from scratch rather than editing the default one.
Most model files don't use predicates by default anyways (or when they do, they don't use all possibilities), so if it's possible to use them you'll need to add it to your model first.
If you can find one made with swords and simply rename the file to the shield ones, it should work. Then just make new models to replace the swords.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Builtin is not an accessible folder... it is used for hardcoded models.
The default model file does not restrict what you can use inside of YOUR model. For instance, as a little test, copy the vanilla diamond_sword.json and rename it to shield.json and have it inside of your pack.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
How to make round shield texture, which can be connected with painted banner like default shield?
You can't... at least not with full banner support because the way banners are mapped is hardcoded to an entity model rather than being hardcoded to a specific texture that gets overridden (or something like that, similar to recoloring textures but a bit more advanced) and/or needing some sort of specified function for it to work.
The closest you can get is to use #tintindex on the face(s) of the model you want to be recolored, however this will only work with the base color of the shield. The base color is also the name of the banner/shield, for instance you might have a complicated flag design and it might be named "red shield" because that is the base color.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
insomniac_lemon Can I use 1.9 models system for making different shields?
Not really, no.
The predicate system doesn't include anything to allow specific models per color, so you really only have the ability to have a different model based on durability and blocking usage. It would get too advanced with different layers, anyways.
Even if you use the system to make different models (for instance using durability... like making a kite shield, buckler, spike shield etc), it wouldn't be usable in survival. It's really either stick with the boring rectangular shield now (or do small edits like change the display) since it's an entity model, or make a single shield that looks cool but either can't be recolored or can only have a single color.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Ok, can I make different shield model for different durability(predicate system) without painting? In shield model I didn't find textures section.
Yes.
The reason that the default shield model looks like that is because it's inherited from a hardcoded entity model, so you will have to make the models you intend to use from scratch rather than editing the default one.
Most model files don't use predicates by default anyways (or when they do, they don't use all possibilities), so if it's possible to use them you'll need to add it to your model first.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Can I find example anywhere?
If you can find one made with swords and simply rename the file to the shield ones, it should work. Then just make new models to replace the swords.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Sword:
Shield:
Shield model has no textures section.
"parent": "builtin/entity",
Builtin is not an accessible folder... it is used for hardcoded models.
The default model file does not restrict what you can use inside of YOUR model. For instance, as a little test, copy the vanilla diamond_sword.json and rename it to shield.json and have it inside of your pack.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin