Ok, so, I'm currently working on a mod that adds in Yugioh cards into the game, but due to the massive amount of cards, there are I was wanting to try and use a texture pack to actually add the textures in. What I mean is I currently have it so the mod will create varients of the one card item with the NBT data of the card name and id, which the mod uses to know what card it's working with. I was hoping to be able to use a resource pack to change the textures of the variants of the card item with the predicate system, but I'm not sure where to start
The easiest way for you to do what you want would be with optifine and using their CIT so you can target NBT strings and the name of the item for a texture change. While it's not really clean and streamline to require another mod for people to use yours properly optifine is the only method I know of to add variations the way you're talking about/wanting to add them. In the long run it would be a better idea to have the cards contained in the mod but if you want to try using CIT to do what you want the documentation for that can be read here: https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/cit_single.properties
The easiest way for you to do what you want would be with optifine and using their CIT so you can target NBT strings and the name of the item for a texture change. While it's not really clean and streamline to require another mod for people to use yours properly optifine is the only method I know of to add variations the way you're talking about/wanting to add them. In the long run it would be a better idea to have the cards contained in the mod but if you want to try using CIT to do what you want the documentation for that can be read here: https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/cit_single.properties
Well it's not the name tag that i was looking to use rather its a custom nbt tag added by my mod
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Regardless of what NBT you are trying to target, if it isn't an item case on the list I linked you then the game won't recognize the predicates for it. Your only option would be to use optifine's CIT, which can target NBT strings (although I'm not sure how you would target your custom modded string), or to contain the assets within your mod which would be the best way to handle it.
Regardless of what NBT you are trying to target, if it isn't an item case on the list I linked you then the game won't recognize the predicates for it. Your only option would be to use optifine's CIT, which can target NBT strings (although I'm not sure how you would target your custom modded string), or to contain the assets within your mod which would be the best way to handle it.
Stop being so negative to the modder, they obviously can target nbt strings, that are added by their modification, but the difference between your negativity and their problem is, there is no easy way to code this on their way and would make it an optifine depending modification on your way.
Mekelaina, if you still need help, try to ask in a forum, that can actually help you code, for example that spigot developer forum could help you a bit out.
Stop being so negative to the modder, they obviously can target nbt strings, that are added by their modification, but the difference between your negativity and their problem is, there is no easy way to code this on their way and would make it an optifine depending modification on your way.
Whoa, I'm not sure what your problem is but there was no negativity in this thread until you brought it here. The OP asked how to add textures from a resource pack based on an NBT string using predicates and I informed them it wasn't possible to do what they wanted in vanilla and that they could possibly do it with Optifine since that is capable of targeting NBT strings. Naturally this would make their mod optifine dependent and it would be better to code it into the OP's mod which is why I specifically said:
The easiest way for you to do what you want would be with optifine and using their CIT so you can target NBT strings and the name of the item for a texture change. While it's not really clean and streamline to require another mod for people to use yours properly optifine is the only method I know of to add variations the way you're talking about/wanting to add them. In the long run it would be a better idea to have the cards contained in the mod
Melekaina then replied, saying they didn't want to target the item name but a custom modded nbt tag, to which I my response was pretty much the same as before: vanilla models can't target NBT but Optifine can although I elaborated, saying I wasn't sure exactly how you would target that NBT. These are objective facts and while they may not have been what the OP wanted to hear I have answered the question to the best of my abilities.
Now, if you have any information that would contradict mine I'm sure we would both love to hear it. Do you know of a way to target custom NBT strings using vanilla model predicates, or was the information I gave accurate? Do you know any way to do what they want (add texture variations based on NBT data without adding them as game assets) outside of Optifine's CIT? Do you know how to target custom NBT with CIT? It would've been great if you had something to offer the thread other than your criticism of me but if you don't I'll just unsubscribe since the question has already been answered.
The negativity comes from your insisting on using optifine, even though they want to be independent.
I also don't know, if you mean an overlay resource pack on top of the vanilla resource pack or modded resources, that will have it's own namespace in the assets folder.
"While it's not really clean and streamline to require another mod for people to use yours properly optifine is the only method I know of to add variations the way you're talking about/wanting to add them."
"the way you're talking about/wanting to add them."
This is not the way they want to add them, it's by a custom nbt by their mod, in other words, a resource pack creator, who is not able to code has no say on what is the only way, there are obviously more ways, such as of how optifine can target existing vanilla nbt, coding their own way of mimicking this example is also a way.
I may not be able to help them the way they want, yet I can give a direction, while you only give a clear end.
(giving your item durability and then use durability in the predicates is also a way)
Ok, so, I'm currently working on a mod that adds in Yugioh cards into the game, but due to the massive amount of cards, there are I was wanting to try and use a texture pack to actually add the textures in. What I mean is I currently have it so the mod will create varients of the one card item with the NBT data of the card name and id, which the mod uses to know what card it's working with. I was hoping to be able to use a resource pack to change the textures of the variants of the card item with the predicate system, but I'm not sure where to start
Using model predicated to try to add variants to items isn't going to work quite the way you want it to, and since you and on 1.12 you can't use custom_model_data which could've helped. Items only have so many predicates that they can use and those can be read here: https://minecraft.gamepedia.com/Model#Item_tags and item naming isn't one of them. If you were using an item with durability and the unbreakable tag you could add variations as I was describing for this guy: https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/resource-packs/resource-pack-help/2982867-minecraft-java-1-12-2-resource-pack-help although I'm not sure how much that would help.
The easiest way for you to do what you want would be with optifine and using their CIT so you can target NBT strings and the name of the item for a texture change. While it's not really clean and streamline to require another mod for people to use yours properly optifine is the only method I know of to add variations the way you're talking about/wanting to add them. In the long run it would be a better idea to have the cards contained in the mod but if you want to try using CIT to do what you want the documentation for that can be read here: https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/cit_single.properties
Well it's not the name tag that i was looking to use rather its a custom nbt tag added by my mod
Regardless of what NBT you are trying to target, if it isn't an item case on the list I linked you then the game won't recognize the predicates for it. Your only option would be to use optifine's CIT, which can target NBT strings (although I'm not sure how you would target your custom modded string), or to contain the assets within your mod which would be the best way to handle it.
Stop being so negative to the modder, they obviously can target nbt strings, that are added by their modification, but the difference between your negativity and their problem is, there is no easy way to code this on their way and would make it an optifine depending modification on your way.
Mekelaina, if you still need help, try to ask in a forum, that can actually help you code, for example that spigot developer forum could help you a bit out.
Meow~
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KittenKatja ♥
Whoa, I'm not sure what your problem is but there was no negativity in this thread until you brought it here. The OP asked how to add textures from a resource pack based on an NBT string using predicates and I informed them it wasn't possible to do what they wanted in vanilla and that they could possibly do it with Optifine since that is capable of targeting NBT strings. Naturally this would make their mod optifine dependent and it would be better to code it into the OP's mod which is why I specifically said:
Melekaina then replied, saying they didn't want to target the item name but a custom modded nbt tag, to which I my response was pretty much the same as before: vanilla models can't target NBT but Optifine can although I elaborated, saying I wasn't sure exactly how you would target that NBT. These are objective facts and while they may not have been what the OP wanted to hear I have answered the question to the best of my abilities.
Now, if you have any information that would contradict mine I'm sure we would both love to hear it. Do you know of a way to target custom NBT strings using vanilla model predicates, or was the information I gave accurate? Do you know any way to do what they want (add texture variations based on NBT data without adding them as game assets) outside of Optifine's CIT? Do you know how to target custom NBT with CIT? It would've been great if you had something to offer the thread other than your criticism of me but if you don't I'll just unsubscribe since the question has already been answered.
It's better to ask in here again or move this thread from resource pack to modification development.
The negativity comes from your insisting on using optifine, even though they want to be independent.
I also don't know, if you mean an overlay resource pack on top of the vanilla resource pack or modded resources, that will have it's own namespace in the assets folder.
"While it's not really clean and streamline to require another mod for people to use yours properly optifine is the only method I know of to add variations the way you're talking about/wanting to add them."
"the way you're talking about/wanting to add them."
This is not the way they want to add them, it's by a custom nbt by their mod, in other words, a resource pack creator, who is not able to code has no say on what is the only way, there are obviously more ways, such as of how optifine can target existing vanilla nbt, coding their own way of mimicking this example is also a way.
I may not be able to help them the way they want, yet I can give a direction, while you only give a clear end.
(giving your item durability and then use durability in the predicates is also a way)
Meow~
#F5F8FB
KittenKatja ♥