It's possible since 1.8, it uses the damage value of the item, which got moved to the display tag in 1.13, and the damaged (unbreakable) tag.
Example code:
{ "overrides":[
{ "predicate":{"damage":<decimal between 1 & 0(fe 69=0.17922077 on the bow)>,"damaged":0},
"model":"<path to another model starting with assets/minecraft/models/>"
},
{ "predicate":{"damage":<Be sure to use the lowest decimal up and the highest down, else models wont be used. damage 70=0.18181818>,"damaged":0},
"model":"item/extrabows/valentine"
}
]
}
In 1.14, the CustomModelData tag is added, instead of "damage" and "damaged", the predicates will hold "custom_model_data" with the value matching.
To summon the 1.8-1.12 bow: /give @p minecraft:bow 1 69 {Unbreakable:1b}
To summon the 1.13 bow: /give @s minecraft:bow{Damage:69,Unbreakable:1b} 1
To summon the 1.14 bow: /give @s minecraft:bow{CustomModelData:69} 1
To get the decimal of each damage value of an item: 1 / (0 is also a use, so +1 to each item's max uses) * (desired value)
Sorry, so just to clear things up: can I only do this on items with durability? Or could I do it on ANYTHING (a carrot on a stick is my ultimate goal).
Rollback Post to RevisionRollBack
Please, everyone, if your post is solved, edit the name and mark it [SOLVED]. Period.
Sorry, so just to clear things up: can I only do this on items with durability? Or could I do it on ANYTHING (a carrot on a stick is my ultimate goal).
In 1.13, you can only implement multiple textures for an item on items that have multiple states, such as durability or pull (bow). See Item Tags.
A carrot on a stick is an item that does have durability (26 points to be exact), so you could give it multiple textures if you wanted.
As far as I can remember, it should be exactly the same process as it was in 1.12. The only difference being the format of the /give command is slightly different; Damage moved inside NBT.
In 1.13, you can only implement multiple textures for an item on items that have multiple states, such as durability or pull (bow). See Item Tags.
A carrot on a stick is an item that does have durability (26 points to be exact), so you could give it multiple textures if you wanted.
As far as I can remember, it should be exactly the same process as it was in 1.12. The only difference being the format of the /give command is slightly different; Damage moved inside NBT.
Post #14 on there I worked out the item switching for a guy and included a .zip example so you can see exactly what the files are and how they're structured. Sadly there's no way to do this for blocks currently since they don't retain custom data when placed.
At least in 1.12, you could add multiple textures for, say, a bow, and then give yourself a bow with the 2nd texture, which could look like anything.
What I want to know is this:
Is it possible in 1.13?
How can I do it? (From naming the texture to editing files etc, everything externally out of minecraft)
And how can I give myself the item / block with that different texture?
If it's not possible, is there any other way of doing that?
Please, everyone, if your post is solved, edit the name and mark it [SOLVED]. Period.
It's possible since 1.8, it uses the damage value of the item, which got moved to the display tag in 1.13, and the damaged (unbreakable) tag.
Example code:
In 1.14, the CustomModelData tag is added, instead of "damage" and "damaged", the predicates will hold "custom_model_data" with the value matching.
To summon the 1.8-1.12 bow: /give @p minecraft:bow 1 69 {Unbreakable:1b}
To summon the 1.13 bow: /give @s minecraft:bow{Damage:69,Unbreakable:1b} 1
To summon the 1.14 bow: /give @s minecraft:bow{CustomModelData:69} 1
To get the decimal of each damage value of an item: 1 / (0 is also a use, so +1 to each item's max uses) * (desired value)
Meow~
KittenKatja ♥
Hey there KittenKatja & NeonPixelAnimations
I thought I'd just clear up what it means to use custom model data in 1.14.
An example '<item>.json' file would be:
When using custom model data though, the '/give' command should be just like the command KittenKatja wrote above.
'/give @s minecraft:bow{CustomModelData:5} 1'
I can explain in more detail for how to do it in 1.13 if need be. Good luck.
Mihro
Sorry, so just to clear things up: can I only do this on items with durability? Or could I do it on ANYTHING (a carrot on a stick is my ultimate goal).
Please, everyone, if your post is solved, edit the name and mark it [SOLVED]. Period.
In 1.13, you can only implement multiple textures for an item on items that have multiple states, such as durability or pull (bow). See Item Tags.
A carrot on a stick is an item that does have durability (26 points to be exact), so you could give it multiple textures if you wanted.
As far as I can remember, it should be exactly the same process as it was in 1.12. The only difference being the format of the /give command is slightly different; Damage moved inside NBT.
Hope this answers your question.
Mihro
ok
eyyy yes you know alot about minecraft good boy
yes hello i like potatoes thats all you need to know now shut up bird i didnt give you permission to talk go away bye
Actually about 2 months ago I played around with custom item textures to help a guy do just this. We talk all about it in this thread:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/resource-packs/resource-pack-help/2940489-mc-1-13-help-with-custom-item-textures#c4
Post #14 on there I worked out the item switching for a guy and included a .zip example so you can see exactly what the files are and how they're structured. Sadly there's no way to do this for blocks currently since they don't retain custom data when placed.
CustomModelData can be used on any item, not specifically used on item states holder, such as durability.
When custom crafting in data packs support specified NBT in ingredients and output, then I can finally do anything I want. :3
Meow~
KittenKatja ♥