This still requires the use of villager_v2_masked material. Note that unlike textures you can not layer geometries, and such you should not include a "base bottom layer" geometry. As we change the variant it will use a different geometry. Just the same way as in textures, the order in which you write down your geometries is what determines their numbering order. In the following example you can see a render controller set up to change the entity's geometry based on variant. Dynamic Alternate Geometries #Īltering geometry dynamically works almost the same way as altering the texture. You can read about dummy components here. Dynamic Layered Textures #ĭynamic layered textures can be achieved by adding more lists of textures and other dummy components as indexes. This can be done using component groups and events. If you want to change the texture of an entity during gameplay dynamically, you simply need to change the variant. Remember that components like variants are zero-indexed, which means 0 is our first texture, and then 1 and 2 point to the second and third. Entities such as the horse, which contains multiple textures, are outstanding to look at. ![]() If you aren't comfortable with render controllers, you should do some looking through the vanilla usages. Texture layering is achieved through the use of render controllers. Or, you could even create multiple frames for each painting! This allows you to make more variety in your panting entity since the player can independently change two textures. You can now edit the frame in one simple location. Simply place the frame texture on first, and then add the different paintings on top. ![]() While you could duplicate the frame 10 times and paint in 10 paintings, you now created a problem: What if you want to change the frame? Now you need to edit 10 textures. The frame of the painting is always the same, but the picture itself can change. Layered in this context simply means multiple textures overlayed on top of each other, where the top texture has alpha pixels and allows the bottom texture to show through.Īs a straightforward example, imagine a painting entity. Sometimes, it is helpful to create layered textures for custom entities. To create a custom render controller, simply copy and paste the vanilla render controller into the render_controllers folder, and edit to your liking! Texture layering # Often we want more power over the rendering of our entities, such as rendering layered textures, multiple geometries, or applying different materials to different bones. ![]() If you want to use the cow render controller, you need to provide the short-names it is using. is a Minecraft server that features the popular roleplay series by Aphmau. Render controllers work based on short-names.
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