... | ... | @@ -37,10 +37,40 @@ If there are multiple numbered sounds, it will add those all as random options t |
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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)
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## Configure the Items
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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.
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## Basic Item Configuration
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Generation settings are configured on the item in the `Generation` field/section.
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## Example Usage
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The most basic way of doing this only requires you to set the Generation field like so:
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```
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EmeraldSword:
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Material: DIAMOND_SWORD
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Model: 1
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Generation: item/emerald_sword
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```
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This will do the following:
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- Check `Pack/Assets/models` for `item/emerald_sword.bbmodel` or `item/emerald_sword.json`
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- If neither of those exist, it will check `Pack/Assets/textures` for `item/emerald_sword.png`
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```
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...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.
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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.
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The Material and CustomModelId of the Mythic item will be used for generating the pack.
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## Advanced Item Configuration
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Generation supports other options as well for more advanced usage.
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```
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EmeraldSword:
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Material: DIAMOND_SWORD
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Model: 1
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Generation:
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Model: item/emerald_sword # The same as using Generation: [model]
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Parent: some/parent
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Textures:
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- override/texture
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```
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## Examples
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### Furniture
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... | ... | |