Model and Texture
In the previous section we have successfully added the first item, which was of course ugly, but in this section we will add models and materials to it.
First create a folder under resources
in the following directory.
resources
├── META-INF
│ └── mods.toml
├── assets
│ └── boson
│ ├── models
│ │ └── item
│ └── textures
│ └── item
└── pack.mcmeta
In fact, assets
is a resources package that belongs to a mod. For the specific directory structure, readers can look for the current game version of the material package tutorial to learn.
Next let's add the model file, first create a JSON file with the same registration name as the item you added in models
in item
, in our case obsidian_ingot.json
.
It reads as follows:
{
"parent": "item/generated",
"textures": {
"layer0": "boson:item/obsidian_ingot"
}
}
It's pretty simple here: "parent": "item/generated"
specifies what the parent
of this model is, and "layer0": "boson:item/obsidian_ingot"
specifies the specific textures. boson:
means this is under our own assets
file, and item/obsidian_ingot
means it's the image textures/item/obsidian_ingot.png
.
You can read the detailed format of the model file yourself Wiki
Next, we place our texture file under textures/item/obsidian_ingot.png
, please note that the ratio of the texture file is 1:1, and preferably no larger than 32x32 pixels.
The loading flow here is: the game first gets the corresponding model file according to your registration name, then load the corresponding material file through the textures
in the model file.
The completed directory tree is created as follows:
resources
├── META-INF
│ └── mods.toml
├── assets
│ └── boson
│ ├── models
│ │ └── item
│ │ └── obsidian_ingot.json
│ └── textures
│ └── item
│ └── obsidian_ingot.png
└── pack.mcmeta
After launching the game you'll see we have the model and material items.
Modding Crush Course
A handy tool for making models of things like Blocks and others: BlockBench.