@@ -37,10 +37,40 @@ If there are multiple numbered sounds, it will add those all as random options t
...
@@ -37,10 +37,40 @@ If there are multiple numbered sounds, it will add those all as random options t
All assets are generated in the `mythic:` namespace to avoid conflicts, including with custom blocks now (the sound mechanic will automatically detect these sounds so adding it manually isn't necessary)
All assets are generated in the `mythic:` namespace to avoid conflicts, including with custom blocks now (the sound mechanic will automatically detect these sounds so adding it manually isn't necessary)
## Configure the Items
## Basic Item Configuration
Generation settings are configured on the item. If no textures are specified, it will attempt to read the model and derive the textures from that.
Generation settings are configured on the item in the `Generation` field/section.
## Example Usage
The most basic way of doing this only requires you to set the Generation field like so:
```
EmeraldSword:
Material: DIAMOND_SWORD
Model: 1
Generation: item/emerald_sword
```
This will do the following:
- Check `Pack/Assets/models` for `item/emerald_sword.bbmodel` or `item/emerald_sword.json`
- If neither of those exist, it will check `Pack/Assets/textures` for `item/emerald_sword.png`
```
...so by setting only the Generation field, the generator will auto-detect between the 3 different options for custom items: a .bbmodel model, a .json model, or a regular sprite image.
If the model is a `.bbmodel` file, your work is done! The generator will extract the textures and mcmeta files for you automatically. However, if you are using a `.json` model, the generator will read the textures from the .json file and look for them in the `Pack/Assets/textures` folder (similar to how a resource pack works) and use those.
The Material and CustomModelId of the Mythic item will be used for generating the pack.
## Advanced Item Configuration
Generation supports other options as well for more advanced usage.
```
EmeraldSword:
Material: DIAMOND_SWORD
Model: 1
Generation:
Model: item/emerald_sword # The same as using Generation: [model]