How to make 2 different textures for an item, 1 for a gui icon and another for when it is handheld

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Topic category: Help with MCreator software

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How to make 2 different textures for an item, 1 for a gui icon and another for when it is handheld

So, I got this json for my item, and I can't seem to get it working, I've been sitting here finding out how for an hour now and I seem to not understand how it works, What I want is for my item to have 2 separate textures, both 2D, 1 for the GUI icon, and another for when it is hand held, no it is not a 3D item but just another 2D texture, pls help

{
"loader": "forge:separate_transforms",
"parent": "item/handheld",
"textures": {
"layer0": "calamityremake:item/batbat"
},
"display": {
"ground": {
"rotation": [ 0, 0, 0 ],
"translation": [ 0, 3, 0],
"scale":[ 1, 1, 1 ]
},
"fixed": {
"rotation": [ 0, 0, 0 ],
"translation": [ 0, 0, 0],
"scale":[ 1, 1, 1 ]
},
"thirdperson_righthand": {
"rotation": [ 0, 90, 40 ],
"translation": [ 0, 15, 2 ],
"scale": [ 2.0, 2.0, 2.0 ]
},
"firstperson_righthand": {
"rotation": [ 0, 90, 40 ],
"translation": [ 0, 15, 2 ],
"scale": [ 2.0, 2.0, 2.0 ]
},
"firstperson_lefthand": {
"rotation": [ 0, 90, 40 ],
"translation": [ 0, 15, 2 ],
"scale": [ 2.0, 2.0, 2.0 ]
}
},
"perspectives": {
"gui": {
"parent": "item/generated",
"textures": {
"layer0": "calamityremake:item/batbathud"
},
"gui_light": "front"
}
}
}
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I dont know why you have so…
Fri, 10/04/2024 - 00:47

I dont know why you have so many display settings. You shouldnt really have any of the display data as it should be in the model itself, no? Maybe its because im using neoforge but my code for this would look like this:

{
"loader": "neoforge:separate_transforms",
"gui_light": "front",
"base": {
"parent": "item/handheld",
"textures": {
"0": "calamityremake:item/batbathud"
}
},
"perspectives": {
"gui": {
"parent": "item/generated",
"textures": {
"layer0": "calamityremake:item/batbat"
},
"gui_light": "front"
},
"ground": {
"parent": "item/generated",
"textures": {
"layer0": "calamityremake:item/batbat"
}
},
"fixed": {
"parent": "item/generated",
"textures": {
"layer0": "calamityremake:item/batbat"
}
}
}
}
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It should work the exact…
Fri, 10/04/2024 - 00:47

It should work the exact same in forge if you remove neo- from neoforge.

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Ahhhh, As for the display…
Sat, 10/05/2024 - 00:23

Ahhhh, As for the display settings, it's to make the item larger

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And I am also using neoforge…
Sat, 10/05/2024 - 00:23

And I am also using neoforge so that's really useful, thanks again

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I get it you have a 32x32…
Sat, 10/05/2024 - 14:15

I get it you have a 32x32 texture but don't want the game to scale the pixels down.

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For some reason it doesn't…
Fri, 10/11/2024 - 09:09

For some reason it doesn't work, I might be doing something wrong and I'm probably not trying at all but here:
 

batbat is the main item, the 32x and batbathud is the 15x texture

{
"loader": "neoforge:separate_transforms",
"gui_light": "front",
"base": {
"parent": "item/handheld",
"textures": {
"0": "calamityremake:item/batbat"
}
},
"perspectives": {
"gui": {
"parent": "item/generated",
"textures": {
"layer0": "calamityremake:item/batbathud"
},
"gui_light": "front"
},
"ground": {
"parent": "item/generated",
"textures": {
"layer0": "calamityremake:item/batbathud"
}
},
"fixed": {
"parent": "item/generated",
"textures": {
"layer0": "calamityremake:item/batbathud"
}
}
}
}
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I dont know why it doesnt…
Sat, 10/12/2024 - 14:40

I dont know why it doesnt work. I tried it too and the handheld item was just invisible. Just make a custom model of your 32x32 texture in blockbench and it will work.

Using [ "parent": "calamityremake:custom/32x32_model" ] instead of item/handheld.

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"loader": "neoforge:separate…
Wed, 04/09/2025 - 16:00

"loader": "neoforge:separate_transforms" tells me it doesn't exist in 1.21.5

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Well mcreator doesn't…
Thu, 04/10/2025 - 19:32

Well mcreator doesn't support 1.21.5 yet so do you mean 2025.1 or something else? Idk exactly how the game's code has changed since then but I'd advise looking through the neoforge documentation here:

https://docs.neoforged.net/docs/resources/client/models/

After checking, the separate transforms loader is in fact no longer present, I at least could not find it. This may have changed since 1.21 I don't know exactly.

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I'm using a 1.21.5 generator…
Fri, 04/11/2025 - 18:16

I'm using a 1.21.5 generator plugin, but the official version is 1.21.4, and it still works. I just need the small model to appear larger in the inventory GUI.

 

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You mean on 1.21.4 the…
Fri, 04/11/2025 - 19:29

You mean on 1.21.4 the loader works and only doesn't work on 1.21.5 when you use the plugin. I'd say just wait for the actual release of 1.21.5 in that case, otherwise I don't have a solution. Could be a problem with the plugin or it could be that neoforge/minecraft has changed it's names/system between 1.21.4 and 1.21.5. Again check the documentation and you might be able to use a different loader on there. Otherwise blockbench may be able to solve your issue using the display parameters.

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No, the issue persists in…
Fri, 04/11/2025 - 19:32

No, the issue persists in the official Neoforge McReator version 1.21.4 and the plugin 1.21.5. It stops working as of Neoforge version 1.21.1.

 

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I said before that it had…
Sat, 04/12/2025 - 12:15

I said before that it had probably changed as of 1.21 so now separate transforms no longer works or exists therefore my suggestion before is still valid, use the neoforge documentation to deduce which loader you should use for your desired outcome. Or try to use blockbench.