It may be late for this reply, but for users looking for the same stuff as you: Yes, it is possible.
I have no idea if "nbt.Tags" would work (probably will!) but I needed to do something exact as you described.
I tried doing that while writing this reply. It worked.
Since I already had a "CustomModelData" value set for the inventory item, I thought of using it for the elytra texture as you wear it, and it works.
This is my .properties file:
If you replace "odd_tag" with "redstone_elytra" you'd get what you want basically.
NOTE: You asked for the item, I showed you the wearable elytra. Just work on the nbt part of the file. I'm using a different method (CustomModelData) for inventory items that doesn't require optifine.
This is my first time working with minecraft data tags and using custom textures with Optifine's properties, I hope what I wrote made at least sense...
Today I started the process of making custom Elytra, and from what I've seen, everybody likes to use Optifine's naming feature like this:
(this is my properties file for my icon texture)
type=item
items=elytra
texture.elytra=redstoneelytra_icon
texture.broken_elytra=redstoneelytra_icon
nbt.display.Name=(whatever)
And I got this to work, but I would prefer if my textures were dictated by a tag on the item, and this I can't get to work:
type=item
items=elytra
texture.elytra=redstoneelytra_icon
texture.broken_elytra=redstoneelytra_icon
nbt.tag=*redstone elytra*
Any suggestions?
It may be late for this reply, but for users looking for the same stuff as you: Yes, it is possible.
I have no idea if "nbt.Tags" would work (probably will!)but I needed to do something exact as you described.I tried doing that while writing this reply. It worked.
Since I already had a "CustomModelData" value set for the inventory item, I thought of using it for the elytra texture as you wear it, and it works.
This is my .properties file:
If you run the command Credits
You can see all the tags that your item (it being armor or elytra) has.
Look at the properties of the item and their syntaxes;
you can see that the tree is:
id
↪tag
Now replace "tag" with "nbt", and at each Tag Name and its "sub-categoy" add a full stop:
nbt.display.Name⠀⠀⠀⠀⠀I see that you already know it, but HERE's full Optifine documentation!
It worked with "nbt.CustomModelData" for me as explained above.
Now:
I tried doing it, here's the result!
And here's the tags
This is the .properties file
If you replace "odd_tag" with "redstone_elytra" you'd get what you want basically.
NOTE: You asked for the item, I showed you the wearable elytra. Just work on the nbt part of the file. I'm using a different method (CustomModelData) for inventory items that doesn't require optifine.
This is my first time working with minecraft data tags and using custom textures with Optifine's properties, I hope what I wrote made at least sense...