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author | nea <nea@nea.moe> | 2023-08-27 18:00:01 +0200 |
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committer | nea <nea@nea.moe> | 2023-08-27 18:00:01 +0200 |
commit | ba72aedf7fb98c1ec72a8745402f577fb0024508 (patch) | |
tree | f728de9fb1c923a7628b28566452215d769c6514 /docs/Texture Pack Format.md | |
parent | bf127dce2469ae8ebb4370ce6018d23012c18dc0 (diff) | |
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Add texture pack documentation
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Diffstat (limited to 'docs/Texture Pack Format.md')
-rw-r--r-- | docs/Texture Pack Format.md | 18 |
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diff --git a/docs/Texture Pack Format.md b/docs/Texture Pack Format.md new file mode 100644 index 0000000..bd06b33 --- /dev/null +++ b/docs/Texture Pack Format.md @@ -0,0 +1,18 @@ +<!-- +SPDX-FileCopyrightText: 2023 Linnea Gräf <nea@nea.moe> + +SPDX-License-Identifier: CC0-1.0 +--> + +# Custom SkyBlock Items Texture Pack Format + +## Items by internal id (ExtraAttributes) + +Find the internal id of the item. This is usually stored in the ExtraAttributes tag (i will soon-ish add a command for +finding the texture pack id specifically). Once you found it, create an item model in a resource pack like you would for +a vanilla item model, but at the coordinate `firmskyblock:<internalid>`. So for an aspect of the end, this would be +`firmskyblock:models/item/aspect_of_the_end.json` (or `assets/firmskyblock/models/item/aspect_of_the_end.json`). Then, +just use a normal minecraft item model. See https://github.com/romangraef/BadSkyblockTP/blob/master/assets/firmskyblock/models/item/magma_rod.json +as an example. + + |