How To Get Custom Colored Leather Armor In Minecraft
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How to change colored leather armor's texture
Source: https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/resource-packs/resource-pack-help/2809192-how-to-change-colored-leather-armors-texture
Posted by: boykincasent.blogspot.com
#ane Mar 30, 2017
I simply see an option to change the chain, gold, atomic number 26, diamond, and default dark-brown leather armor's texture, merely not the option to change, for case, lime dyed leather armor's texture. Is information technology even possible to do and then?
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#two Mar thirty, 2017
The leather armor should take 4 textures. 2 that are white and and so another two that are the overlays which should be brownish. You can edit the white texture just you have to proceed it white. As for the overlays, yous can make those blank if you don't desire them or change them to another texture as well. Hope this helped, if you have more questions, please ask.
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#iii Mar xxx, 2017
So basically what I'thousand trying to practise is is have 10 different armor sets all set to 10 unlike minecraft skins (fix every bit a separate armor overlay for each pare), would in that location exist anyway to exercise this? Considering from what I'm enlightened I only have 5 unlike armor sets to work with.
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#iv Mar thirty, 2017
I've seen a minigame map with a resources pack that had more than 5, but I'm not sure how they did it, I even opened the resource pack and looked at it merely couldn't figure information technology out.
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#5 Mar xxx, 2017
Then are these actually going to exist armor that you put on or part of the skin itself?
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#half-dozen Mar 30, 2017
Armor
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#vii Mar 30, 2017
Sorry for this wall of text
And so there is a style to do this with Optifine using CIT (Custom Item Textures)
And then allow's say y'all wanted to take multiple leather helmets. Leather armor has an id of 298.
Once more, permit's say you wanted 2 dissimilar leather helmets. You would need a couple files for this
You would need a folder in the resourcepack chosen mcpatcher. This folder is located in the "Minecraft" folder in the resourcepack.
In that folder, you need another folder named "cit" and in those you tin brand a binder chosen "leather_armor" and in that one yous could make one called (Instance) knight and another named dragon. In both of those folders you should make 4 more than folders named boots, leggings, chestplate, and helmet. (Of import: none of these tin have a capitalized letter for the name. information technology volition not work)
First of all, yous would demand the particular texture for both of these. (What would brandish in your inventory)
Let's say you want i that looks like knights armor and some other that looks like dragon scale.
You could brand two 16x16( varies depending on what size you lot want. Default is xvi) helmet items. I can be called "leather_helmet_knight.png" and some other could be called "leather_helmet_dragon.png". Y'all would identify the knight one in the knight helmet folder and the dragon in the dragon helmet folder.
Let'south start off with the knight. Yous have an particular texture named leather_helmet_knight.png. This should exist in the folder: mcpatcher/cit/leather_armor/knight/helmet.
Now you want the armor which you would normally find in the models/armor folder. Here just make your texture, make the full texture anyway, not just the helmet. Proper noun it for example "helmet_armor_knight.png"
Yous now want two .properties text files (Only make a notepad but save it as .properties). You can proper noun ane "armor.properties" and the other "item.properties"
In the armor.properties you would want:
And so for the item.properties you would want:
And it would be the same for the "dragon calibration leather armor" only in some other folder and the texture locations and names are different.
And so a blank one for both would be:
Quote from Alvoria:
For the "source=" line you should employ the simplified version of the path since for some reason MCPatcher (In this case optifine) doesn't always sympathize the full path. This assumes that the armor textures are in the same binder as the config file. The same goes for the "texture.diamond_..." part: it needs a path but not a full ane.
Link to optifine'southward official caption: https://github.com/sp614x/optifine/blob/main/OptiFineDoc/doc/cit_single.properties
Please inquire if you have another question. I do non know what they did in the video. You tin can link the video/resourcepack in here and I may be able to detect out what they did. Sad if in that location are any typos/grammatical errors.
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#8 Mar 30, 2017
Thanks so much for writing all that up to help me!
I am curious though, this is all possible without optifine, right? Or atleast players without optifine will still be able to see the different textures when the resource pack is equipped?
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#9 Mar xxx, 2017
This method is optifine simply. The other players would have to have this exact resourcepack and optifine (Lot'southward of players use optifine, but if not information technology's really piece of cake to get anyhow. All you actually have to do is go to optifine.net click the download folio, find your version, click the think that says mirror and it downloads. So but double click the downloaded file and information technology installs and is done simply like that.). This is the simply method that I can currently think of which is possible. If yous could link a video (if in that location is one) or the resource pack to the minigame I could analyze it and try to figure out if they did something different. But yes pitiful, this is only Optifine
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#x Mar 31, 2017
Yeah, if y'all don't mind, that'd be very helpful because I'm trying to go it published to realms and if it requires optifine so it most probable wouldn't get accustomed.
That'southward the video for the map and resource pack. When I played it I had the resource pack off and the 2 unlike armor stands had green and regular leather armor, and then with information technology on the armor stands had two unlike minecraft skins, and so I'm certain it's possible, just I'm non sure how.
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#11 Mar 31, 2017
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