Can anyone share a resource pack that shows the layout and durability setup for doing custom items using durability in Minecraft 1.13.2 using a diamond axe?
I know file changes have been made and item names are no longer used with numbers. However, I still can't seem to get it to work. If I can get a resource pack from someone that knows for sure it works on their server it would be helpful.
NOTE! I'm not looking for one that is done with optifine using CIT.
Also, I don't need your custom items, I can use my own.
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Alrighty, after a little playing around I was able to do what you're asking... I think. This functionality can be used a couple different ways but based off what you're asking and the most common use of durability for CIT I assumed you're looking for degradation (the destruction of an item as it is used more and more). The example I threw together starts with the normal axe and changes to its image2 when damaged once then image3 when it is damaged a second time. I used the first and second damage instances for the texture change just for simplicity and you can obviously change them just by altering the damage value. You can also include up to 1561 model predicates (1 for each durability) by copy/pasting that section, I just used the 2 as an example so I wouldn't need to make all those files. Hope this helps:
No, you are wrong, you can add up to 1562 model predicates, because 0 is also a value.
Actually, technically, I don't know of any reason why they couldn't have about 10,000,000,000,000,000,000 predicates- one for each decimal value you can assign to the damage field. Using fractional damage values is how you would create custom item skins for unbreakable tools that can only be spawned in via commands. That said, in this particular situation, only full damage values beyond 0 would be of use to the OP, since 0 would be their default sword, leaving 1561 predicates they can use for diamond tool CIT.
OP doesn't want to use CIT, OP wants to use vanilla way of using durability predicates for non-mod requiring resource packs.
The predicates can hold Unbreakable and durability values.
The durability value is valid within 0 and 1. so the formula for a specific durability is 1 / (max durability) * (durability value)
It's also possible to only let it happen by percentage, which doesn't need to be specific to a certain durability value.
Because of the Unbreakable tag, each item can have 3124 models, in which these with the Unbreakable tag only available through /give, /summon or /replaceitem.
With the upcoming custom_model_data (1.14) the 3124 limit may be expanded to 64bit limit, which should be enough models only available to /give, /summon or /replaceitem.
The OP's question is "Can anyone share a resource pack that shows the layout and durability setup for doing custom items using durability in Minecraft 1.13.2 using a diamond axe?" and then goes on to clarify "NOTE! I'm not looking for one that is done with optifine using CIT." Based on this I created a vanilla pack that shows them how to apply different textures as the item advances through its durability for 2 reasons: The first being that degradation is the most common use of CIT I encounter that uses durability and the second being that there has been no mention of needing a command to generate a unique item or what command they think they would use to get this diamond axe. Now CIT is just short for Custom Item Textures so even though we're talking about vanilla minecraft we're still talking about CIT even though it isn't through optifine. I did mention there is other functionality for the use of durability in their models and predicates, which would be what you're referring to, but since that functionality would require spawned in items I saw no need to research it further.
I'm not entirely sure why you think the OP is looking for vanilla CIT that can be applied to a custom spawned diamond axe but that isn't something I've done yet, nor do I have a reason to. While I appreciate your detailed response about how to calculate the decimal value of an item's durability, nothing I have read so far has lead me to believe the number of predicates is limited to an item's whole durability value. I've never spawned such an item before and can't say for sure what range of damage values a command is capable of spawning in these days (I know I used to be able to do negatives). I thought CIT had been used in the past to create custom items with fractional durability values and unbreaking tags to stop the item from changing its durability away from the assigned texture but maybe it was the unbreaking tag itself that let the texture be set. You could be right, you do seem to know what you're talking about, but I don't think that it's been of much help to the OP. If you think vanilla CIT for spawned in axes is what the OP is looking for, and you know how to do it, wouldn't it be more helpful for you to package a sample for them (like I did for degradation) rather than just debating the number of possible model predicates and what you think the OP is looking for with me?
I'm also having problems with this. I even downloaded the diamond axe testing resource pack and copied the code yet somehow, it doesn't work on my end.
I'm also having problems with this. I even downloaded the diamond axe testing resource pack and copied the code yet somehow, it doesn't work on my end.
What, exactly, are you trying to accomplish with this? It looks like you are trying to add an image for the golden shovel once it's received damage. If that's the case then a damage value of 0.5 isn't a valid number for you. You want to use a tool like this https://www.accidentalgames.com/media/durabilityModels.php to figure out what your damage values are for each durability stage and if you wanted the image to change immediately upon taking damage the .json would be something like:
Your second file should work as expected provided it is named golden_shovel_01 and is located in assets/minecraft/models/item folder.
If what you're doing is trying to generate a custom item item texture for a golden shovel that can only be spawned in via commands then that would be something different and the item would almost certainly have to have an unbreaking tag to preserve the texture. I haven't personally used this functionality before so if you'd like further help additional information like what resource pack you're working from and what command you're trying to summon the item with would be beneficial.
What, exactly, are you trying to accomplish with this? It looks like you are trying to add an image for the golden shovel once it's received damage. If that's the case then a damage value of 0.5 isn't a valid number for you. You want to use a tool like this https://www.accidentalgames.com/media/durabilityModels.php to figure out what your damage values are for each durability stage and if you wanted the image to change immediately upon taking damage the .json would be something like:
Your second file should work as expected provided it is named golden_shovel_01 and is located in assets/minecraft/models/item folder.
If what you're doing is trying to generate a custom item item texture for a golden shovel that can only be spawned in via commands then that would be something different and the item would almost certainly have to have an unbreaking tag to preserve the texture. I haven't personally used this functionality before so if you'd like further help additional information like what resource pack you're working from and what command you're trying to summon the item with would be beneficial.
I already tried 0.03 damaged. I only set it to 0.5 for testing purposes. Resource pack is the vanilla one. And I've tried BOTH "/give @p minecraft:golden_shovel{Unbreakable:1b,Damage:30} 1" and "/give @p minecraft:golden_shovel{Unbreakable:0b,Damage:30} 1"
EDIT: Copying your exact code doesn't seem to work with a regular old shovel taken from the creative menu and then manually used up to 1 durability. Neither does it work with a breakable shovel spawned with: "/give @p minecraft:golden_shovel{Unbreakable:0b,Damage:31} 1"
"damage": 0.5 means your model is applied to the item, once it's durability has gone below 50%.
"damaged": 1 means your model can't exist together with the Unbreakable tag, so make it 0. if you also put the unbreakable tag on it or remove it entirely, if you want to use the model regardless of the existence of the unbreakable tag on the item.
Yes, I get the first part. So the slightly confusing part is, despite having spawned tools with both the unbreakable NBT tag and without, the new texture does not show up. Is '"damaged": 1" the same as unbreakable, or not?
I already tried 0.03 damaged. I only set it to 0.5 for testing purposes. Resource pack is the vanilla one. And I've tried BOTH "/give @p minecraft:golden_shovel{Unbreakable:1b,Damage:30} 1" and "/give @p minecraft:golden_shovel{Unbreakable:0b,Damage:30} 1"
EDIT: Copying your exact code doesn't seem to work with a regular old shovel taken from the creative menu and then manually used up to 1 durability. Neither does it work with a breakable shovel spawned with: "/give @p minecraft:golden_shovel{Unbreakable:0b,Damage:31} 1"
Yes, I get the first part. So the slightly confusing part is, despite having spawned tools with both the unbreakable NBT tag and without, the new texture does not show up. Is '"damaged": 1" the same as unbreakable, or not?
Not sure why that wouldn't have worked for you with the progression because I definitely tested it before I pasted it here for you to use. As far as your last question goes: in the damaged field 0=not damaged and 1= is damaged so what she's saying is for a custom item like you're talking about you'd want to say the tool is not damaged and give it a damage value which will indicate that the model should apply to an item with the unbreakable tag. All that said, I figured out how to do what you're wanting and this time I'm leaving nothing to chance- I have a download for you. In this pack we are using the golden shovel to assign custom textures, shovels that aren't unbreaking aren't effected, and I included 2 custom images to help illustrate how you would expand this yourself in the future.
/give @p minecraft:golden_shovel{Unbreakable:1b,Damage:1} 1 This will summon an unbreakable gold shovel that looks like a diamond axe
/give @p minecraft:golden_shovel{Unbreakable:1b,Damage:2} 1 This will summon an unbreakable gold shovel that looks like a diamond sword
Some notes: It seems that when I only specified the unbreaking model it was also applying itself to the default model so for every durability model where I want a custom item for an unbreaking variant I also needed to add a normal variant and make sure it was still pointing at the default texture. This is why you will see pairs of predicates, I had to do it. Also spawning in any unbreaking golden shovel with a damage of higher than 2 will also display the diamond sword unless/until you assign those values their own texture to use. Hope this is all you need, let me know if you need more help. It's always fun to figure out something new.
Not sure why that wouldn't have worked for you with the progression because I definitely tested it before I pasted it here for you to use. As far as your last question goes: in the damaged field 0=not damaged and 1= is damaged so what she's saying is for a custom item like you're talking about you'd want to say the tool is not damaged and give it a damage value which will indicate that the model should apply to an item with the unbreakable tag. All that said, I figured out how to do what you're wanting and this time I'm leaving nothing to chance- I have a download for you. In this pack we are using the golden shovel to assign custom textures, shovels that aren't unbreaking aren't effected, and I included 2 custom images to help illustrate how you would expand this yourself in the future.
/give @p minecraft:golden_shovel{Unbreakable:1b,Damage:1} 1 This will summon an unbreakable gold shovel that looks like a diamond axe
/give @p minecraft:golden_shovel{Unbreakable:1b,Damage:2} 1 This will summon an unbreakable gold shovel that looks like a diamond sword
Some notes: It seems that when I only specified the unbreaking model it was also applying itself to the default model so for every durability model where I want a custom item for an unbreaking variant I also needed to add a normal variant and make sure it was still pointing at the default texture. This is why you will see pairs of predicates, I had to do it. Also spawning in any unbreaking golden shovel with a damage of higher than 2 will also display the diamond sword unless/until you assign those values their own texture to use. Hope this is all you need, let me know if you need more help. It's always fun to figure out something new.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Member Details
No problem. I like minecraft for the creative problem-solving so trouble-shooting stuff like this is a fun way for me to pass the time. Let us know if you have anymore questions/issues.
Can anyone share a resource pack that shows the layout and durability setup for doing custom items using durability in Minecraft 1.13.2 using a diamond axe?
I know file changes have been made and item names are no longer used with numbers. However, I still can't seem to get it to work. If I can get a resource pack from someone that knows for sure it works on their server it would be helpful.
NOTE! I'm not looking for one that is done with optifine using CIT.
Also, I don't need your custom items, I can use my own.
Alrighty, after a little playing around I was able to do what you're asking... I think. This functionality can be used a couple different ways but based off what you're asking and the most common use of durability for CIT I assumed you're looking for degradation (the destruction of an item as it is used more and more). The example I threw together starts with the normal axe and changes to its image2 when damaged once then image3 when it is damaged a second time. I used the first and second damage instances for the texture change just for simplicity and you can obviously change them just by altering the damage value. You can also include up to 1561 model predicates (1 for each durability) by copy/pasting that section, I just used the 2 as an example so I wouldn't need to make all those files. Hope this helps:
http://www.mediafire.com/file/f5vre11a0dxm7kp/Vanilla_CIT.zip/file
Additional helpful resources:
https://minecraft.gamepedia.com/Model#Item_models
(Specifics about item models and predicates)
https://www.accidentalgames.com/media/durabilityModels.php
(Durability calculator for determining decimal values for item durability)
Actually, technically, I don't know of any reason why they couldn't have about 10,000,000,000,000,000,000 predicates- one for each decimal value you can assign to the damage field. Using fractional damage values is how you would create custom item skins for unbreakable tools that can only be spawned in via commands. That said, in this particular situation, only full damage values beyond 0 would be of use to the OP, since 0 would be their default sword, leaving 1561 predicates they can use for diamond tool CIT.
The OP's question is "Can anyone share a resource pack that shows the layout and durability setup for doing custom items using durability in Minecraft 1.13.2 using a diamond axe?" and then goes on to clarify "NOTE! I'm not looking for one that is done with optifine using CIT." Based on this I created a vanilla pack that shows them how to apply different textures as the item advances through its durability for 2 reasons: The first being that degradation is the most common use of CIT I encounter that uses durability and the second being that there has been no mention of needing a command to generate a unique item or what command they think they would use to get this diamond axe. Now CIT is just short for Custom Item Textures so even though we're talking about vanilla minecraft we're still talking about CIT even though it isn't through optifine. I did mention there is other functionality for the use of durability in their models and predicates, which would be what you're referring to, but since that functionality would require spawned in items I saw no need to research it further.
I'm not entirely sure why you think the OP is looking for vanilla CIT that can be applied to a custom spawned diamond axe but that isn't something I've done yet, nor do I have a reason to. While I appreciate your detailed response about how to calculate the decimal value of an item's durability, nothing I have read so far has lead me to believe the number of predicates is limited to an item's whole durability value. I've never spawned such an item before and can't say for sure what range of damage values a command is capable of spawning in these days (I know I used to be able to do negatives). I thought CIT had been used in the past to create custom items with fractional durability values and unbreaking tags to stop the item from changing its durability away from the assigned texture but maybe it was the unbreaking tag itself that let the texture be set. You could be right, you do seem to know what you're talking about, but I don't think that it's been of much help to the OP. If you think vanilla CIT for spawned in axes is what the OP is looking for, and you know how to do it, wouldn't it be more helpful for you to package a sample for them (like I did for degradation) rather than just debating the number of possible model predicates and what you think the OP is looking for with me?
I'm also having problems with this. I even downloaded the diamond axe testing resource pack and copied the code yet somehow, it doesn't work on my end.
And here's the individual item's json:
What, exactly, are you trying to accomplish with this? It looks like you are trying to add an image for the golden shovel once it's received damage. If that's the case then a damage value of 0.5 isn't a valid number for you. You want to use a tool like this https://www.accidentalgames.com/media/durabilityModels.php to figure out what your damage values are for each durability stage and if you wanted the image to change immediately upon taking damage the .json would be something like:
Your second file should work as expected provided it is named golden_shovel_01 and is located in assets/minecraft/models/item folder.
If what you're doing is trying to generate a custom item item texture for a golden shovel that can only be spawned in via commands then that would be something different and the item would almost certainly have to have an unbreaking tag to preserve the texture. I haven't personally used this functionality before so if you'd like further help additional information like what resource pack you're working from and what command you're trying to summon the item with would be beneficial.
I already tried 0.03 damaged. I only set it to 0.5 for testing purposes. Resource pack is the vanilla one. And I've tried BOTH "/give @p minecraft:golden_shovel{Unbreakable:1b,Damage:30} 1" and "/give @p minecraft:golden_shovel{Unbreakable:0b,Damage:30} 1"
EDIT: Copying your exact code doesn't seem to work with a regular old shovel taken from the creative menu and then manually used up to 1 durability. Neither does it work with a breakable shovel spawned with: "/give @p minecraft:golden_shovel{Unbreakable:0b,Damage:31} 1"
Yes, I get the first part. So the slightly confusing part is, despite having spawned tools with both the unbreakable NBT tag and without, the new texture does not show up. Is '"damaged": 1" the same as unbreakable, or not?
Not sure why that wouldn't have worked for you with the progression because I definitely tested it before I pasted it here for you to use. As far as your last question goes: in the damaged field 0=not damaged and 1= is damaged so what she's saying is for a custom item like you're talking about you'd want to say the tool is not damaged and give it a damage value which will indicate that the model should apply to an item with the unbreakable tag. All that said, I figured out how to do what you're wanting and this time I'm leaving nothing to chance- I have a download for you. In this pack we are using the golden shovel to assign custom textures, shovels that aren't unbreaking aren't effected, and I included 2 custom images to help illustrate how you would expand this yourself in the future.
/give @p minecraft:golden_shovel{Unbreakable:1b,Damage:1} 1 This will summon an unbreakable gold shovel that looks like a diamond axe
/give @p minecraft:golden_shovel{Unbreakable:1b,Damage:2} 1 This will summon an unbreakable gold shovel that looks like a diamond sword
Some notes: It seems that when I only specified the unbreaking model it was also applying itself to the default model so for every durability model where I want a custom item for an unbreaking variant I also needed to add a normal variant and make sure it was still pointing at the default texture. This is why you will see pairs of predicates, I had to do it. Also spawning in any unbreaking golden shovel with a damage of higher than 2 will also display the diamond sword unless/until you assign those values their own texture to use. Hope this is all you need, let me know if you need more help. It's always fun to figure out something new.
http://www.mediafire.com/file/wp51ygzurh700a3/Vanilla_Custom_Items.zip/file
Works perfectly. I must have messed up somehow before, thanks for the help.
No problem. I like minecraft for the creative problem-solving so trouble-shooting stuff like this is a fun way for me to pass the time. Let us know if you have anymore questions/issues.