Crucible can be used to automatically generate some assets from item configurations to be drop-in ready for deployment to a resource pack!
Usage
Generation
This can be done via the use of the /mythicmobs items generate
command
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 - Generate any necessary atlases
And all of the generated files will be put into the Generation/
folder inside the MythicMobs
main directory (../plugins/MythicMobs/Generation/
).
The resulting resourcepack will be put in ../plugins/MythicMobs/Generation/resource_pack.zip
.
Merging
A resource pack in MythicMobs/Generation/merge
will automatically be merged into the generated pack, including any item overrides and atlases
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.
If the top-level folder in Assets/sounds is a sound category, it will use that as the category.
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)
Fonts
Configured via the font-images.yml
file.
Allows you to define custom image that is assigned to a special font characters that can be used in placeholders. Only the bitmap type is supported at this time. Can be found and used inside packs.
The file can contain multiple "entries". Each entry looks something like this:
Donut:
Type: bitmap
Char: "\u6000"
File: unicode/coverscreen/donut
Ascent: 7
Height: 15
These can be accessed using the placeholder <fontimage.donut> and can be used with the Text projectiles.
The Ascent
and Height
options can be left empty: those values can be automatically calculated by Crucible if not specified.
The File
option can use images in the minecraft:
namespace
lightning:
File: unicode/lightning
iron_boots:
File: minecraft:item/iron_boots
Item Configurations
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
Specific Item Types Options
Specific item types can have further special options to assign to every specific state they can have a different texture/model.
The value is the same as normal - can be a bbmodel or json in the models folder, or a png in the textures folder to generate a sprite.
-
Pulling
- for bows and crossbows- You can specify the pull after the texture:
item/bow/dirtbow_pulling_1 0.5
- If pull values aren't specified, vanilla defaults will be used if 3 entries are supplied. For more or less, it will interpolate more steps to try and to make them fit smoothly
- You can specify the pull after the texture:
-
Charged
- for crossbows -
Firework
- for crossbows -
Casting
- for fishing rods -
Blocking
- for shields
DonutBow:
Material: BOW
Generation:
Model: item/bows/donut_bow
Pulling:
- item/bows/donut_bow_pulling_0
- item/bows/donut_bow_pulling_1
- item/bows/donut_bow_pulling_2
TortoiseShield:
Material: SHIELD
Generation:
Model: item/shields/tortoise_shield
Blocking: item/shields/tortoise_shield_blocking
Transformation Options
Allows you to quickly make color variants of items if you're into that sort of thing. Only really works with sprite items, flips and rotations etc don't work with models.
TestGenerationSpriteColorize:
Material: IRON_SWORD
Model: 106
Display: 'Blue Phoenix Sword'
Generation:
Texture: item/weapons/phoenix_sword
Transform:
FlipHorizontal: false
FlipVertical: false
Color: '#0000FF'
HueShift: 0
Saturation: 1.5
Brightness: 1
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
The Generation fields also work on furniture and furniture states
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_HELMET with 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.
# vvv Regarding the armor texture, it is based on 2 files, which
# vvv should be named as the follows (based on copper armor):
# vvv copper_layer_1.png # TOP PART
# vvv copper_layer_2.png # BOTTOM PART - (keep in mind, you must use layer_1 and layer_2)
Armor:
Texture: armor/copper
Type: TRIMS
# ^^^ specify either TRIMS or SHADERS when both are enabled
CustomArmor:
Trims:
Enabled: true
GenerateDataPack: true
HideBaseArmor:
- CHAINMAIL
Optifine:
Enabled: false
CoreShaders:
Enabled: true
config-generation.yml used for this example
Configuration Files
config-generation.yml
Generation:
# The namespace to use
Namespace: mythic
# If the ModelEngine resourcepack should be automatically merged
MergeModelEngine: true
# If the HappyHUD resourcepack should be automatically merged
MergeHappyHUD: true
# If the pack should be zipped
ZipPack: true
Deployment:
# If the auto deployment feature is enabled
Enabled: false
# The type of the auto deployment. Can be SELFHOST or S3
Type: SELFHOST
# SELFHOST deployment options
SelfHosting:
# The port to use
Port: 8080
# S3 deployment options
S3:
Storage:
Key: pack
Bucket: packs
Authentication:
Endpoint: ''
AccessKey: ''
SecretKey: ''
# If the resourcepack should be automatically sent to players
AutoSend:
Enabled: false
SendOnUpdate: false
PublicURL: https://s3.yourcoolwebsite.com
CustomArmor:
# What is the default generation method for custom armors. Can be NONE, TRIMS or SHADERS
DefaultMethod: TRIMS
# If the related optifine files should be generated
GenerateOptifineFiles: true
# Options for TRIMS
Trims:
Enabled: false
GenerateDataPack: true
# A list of armor types to hide in order to correctly override them
HideBaseArmor: []
# Causes any hidden armor types to be auto-converted to a trim that looks like the vanilla armor
ConvertBaseArmor: true
# Options for SHADERS
Shaders:
Enabled: false
Shader: lessfancypants