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

Started by salmon on

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.