Introduction
Crucible can be used to automatically generate some assets from item configurations to be drop-in ready for deployment to a resource pack!
The Generation logic will:
- Auto-detect if the path points to a
.json
or.bbmodel
file. - If it's a bbmodel it will automatically extract the textures, mcmeta, and other relevant data
- If nether are found, it will check for a
.png
in the textures folder and generate the item as a regular 2d sprite - Will generate any necessary atlases
- The Generation fields also work on furniture and furniture states
- Export a resource pack ready to merge with your own in
Plugins/MythicMobs/Generation/resource_pack.zip
.
And all of the generated files will be put into the Generation/
folder inside the MythicMobs
main directory (../plugins/MythicMobs/Generation/
).
Usage
This can be done via the use of the /mythicmobs items generate
command
Packs
Packs can now contain an "Assets" folder with the following layout:
Pack
|-- Assets
|-- models (.json or .bbmodel files, can use subfolders to organize)
|-- textures (textures, can use subfolders to organize)
|-- sounds (.ogg sound files, can use subfolders to organize)
The contents of these folders should be similar to an actual resource pack. In the example item HERE, it would copy the texture file Assets/textures/item/clubs/putter.png
.
Items will be generated using the configured Material and Model numbers, and will output a warning if duplicates are detected.
Sounds
The structure of the sounds folder will be used to generate a sounds.json.
Assets/sounds/entity/cerberus/growl.ogg
would generate a sound at entity.cerberus.growl
.
If there are multiple numbered sounds, it will add those all as random options to the same sound e.g. growl1.ogg, growl2.ogg
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)
Basic Item Configuration
Generation settings are configured on the item in the Generation
field/section.
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
foritem/emerald_sword.bbmodel
oritem/emerald_sword.json
- If neither of those exist, it will check
Pack/Assets/textures
foritem/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]
Parent: some/parent
Textures:
- override/texture
Examples
Furniture
TestGeneration5:
Material: LEATHER_BOOTS
Model: 10
# ^^^ The CustomModelData ID for the Material to use.
# In this case, the model generated will be
# LEATHER_BOOTS with a CustomModelData ID of 10.
Display: 'Test Generation 5'
Generation: item/toilet
# ^^^ This denotes the file structure for the item's model to be placed.
Type: FURNITURE
Furniture:
Type: DISPLAY
Material: BRICK
Model: 11
# Furniture states are also accounted for in the same way.
# For example, item/toilet would be BRICK CMD 11
Generation: item/toilet
States:
UH_OH:
Model: 12
Generation: item/toilet_flushed
# And this would be BRICK CMD 12
Items
GolfPutter:
Material: IRON_HOE
Model: 1
Display: 'TGolf Club (Putter)'
Generation:
Model: item/clubs/putter
# The json or bbmodel file named "putter" in the pack
# if no Model is defined, it will default to an extruded texture (think diamonds)
Textures:
- item/clubs/putter
# Textures is optional, best for if there is more than 1 texture on a model.
Blocks
CustomBlock:
Type: MUSHROOM_BLOCK
Id: 18
Texture: block/stars1
# The texture here will default to a generic block with the texture on all sides.
Armor Trims
CopperHelmet:
Material: CHAINMAIL_HELMET
Model: 10
# ^^^ The CustomModelData ID for the Material to use.
# In this case, the model generated will be
# CHAINMAIL_HELMETwith a CustomModelData ID of 10.
Display: "<green>Copper Helmet"
Generation:
# vvv Texture is the inventory icon of your armor.
Texture: item/armor/copper_helmet
# vvv Armor references to the actual armor on the entity.
# Regarding the armor texture, it is based on 2 files, which
# should be named as the follows (based on copper armor):
# copper_layer_1.png # TOP PART
# copper_layer_2.png # BOTTOM PART - (keep in mind, you must use layer_1 and layer_2)
Armor:
Texture: armor/copper