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Current Credit Balance:. Available Credit:. Default Payment Method:. You have insufficient credit to complete your purchase. In this example, four textures are condensed into one file, in this case for a barrel. For four textures, this code can be used:. As items do not have different variants, there is no need to specify them. The names of the files are hardcoded and should not be changed. This example replaces the bed item render with the textures currently found in Bedrock Edition and formerly found in Java Edition , such as.
The " red " can be changed out for all other colors of bed, but each must be put in a separate JSON file e. Make sure to match the layer0 reference to the name of the item texture. Some items support additional predicates for model overrides. Below is a full list of available predicates. This example describes the torch as an item. The model can be found in the torch. The icon is specified with the "layer0" -tag and the texture, that has already been used for the block model, is used for the icon as well.
As there is just one layer hard coded for the torch, there cannot be any more layers added. Furthermore, the display properties for the torch are specified, so that it displays correctly in every possible situation. The torch cannot be placed on a players head and uses the specified icon in the inventory, so there is no need to adjust the model for these situations. To line the model up with the players left or right hand in first and third person view, the model needs to be rotated, moved and scaled, which is done for each of the two situation separately.
This example describes the fishing rod as of Java Edition 1. While most blocks and items can have their model changed, there are a multitude of things that cannot:. Most blocks have particle textures defined in dedicated model files, however it still stands that actual visual models cannot be changed. Minecraft Wiki. Minecraft Wiki Explore.
Main Page All Pages. Minecraft Minecraft Earth Minecraft Dungeons. Useful pages. Minecraft links. Gamepedia support Report a bad ad Help Wiki Contact us. Explore Wikis Community Central. Register Don't have an account? History Talk This feature is exclusive to Java Edition. The root tag variants : Holds the names of all the variants of the block. A block with just one variant uses "" as a name for its variant. Each variant can have one model or an array of models and contains their properties.
If set to an array, the model is chosen randomly from the options given, with each option being specified in separate subsidiary -tags. A model : Contains the properties of a model, if more than one model is used for the same variant. All specified models alternate in the game. Locks the rotation of the texture of a block, if set to true. This way the texture does not rotate with the block when using the x and y-tags above. If more than one model is used for the same variant, the probability is calculated by dividing the individual model's weight by the sum of the weights of all models.
A case Determines a case and the model that should apply in that case. If unset, the model always applies. OR : Matches if any of the contained cases return true. Cannot be set alongside other cases. A condition A list of cases that all have to match the block to return true. State Name of a block state. A single case that has to match one of the block states. It can be set to a list separated by to allow multiple values to match. Cannot be set alongside the OR-tag. There can be one model or an array of models.
The root tag parent : Loads a different model from the given path, in form of a resource location. If both "parent" and "elements" are set, the "elements" tag overrides the "elements" tag from the previous model. Note that only the first layer is supported, and rotation can be achieved only by using block states files.
Place where an item model is displayed. Holds its rotation, translation and scale for the specified situation. Note that translations are applied to the model before rotations.
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