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diff --git a/docs/Texture Pack Format.md b/docs/Texture Pack Format.md index 23dd7a1..b52c038 100644 --- a/docs/Texture Pack Format.md +++ b/docs/Texture Pack Format.md @@ -40,6 +40,41 @@ head model. } ``` +## Tint Overrides + +Some items get naturally tinted by Minecraft's rendering. Examples include leather armour, spawn eggs, potions and more. +If you want to avoid your textures getting tinted, one thing you can do is use a higher texture layer: + +```json +{ + "parent": "minecraft:item/generated", + "textures": { + // Notice the layer1 instead of layer0 here + "layer1": "firmskyblock:item/regular_texture" + } +} +``` + +Some items, however, tint *all* layers. For those items you can instead specify a tint override: + +```json +{ + "parent": "minecraft:item/generated", + "textures": { + "layer0": "firmskyblock:item/regular_texture" + }, + "firmament:tint_overrides": { + "0": -1 + } +} +``` + +This forces layer 0 to be tinted with the color `-1` (pure white, aka no tint). This property is inherited, so if you +attach it to one of your root models that you `"parent"` other models to, all those models will have their tints +overridden. When the property is inherited, only layers specified in the child actually overwrite the parent layers. +You can use `"0": null` to remove the tint override in a child, which will cause a fallback to the vanilla tinting +behaviour. + ## Predicates Firmament adds the ability for more complex [item model predicates](https://minecraft.wiki/w/Tutorials/Models#Item_predicates). |