I am currently making a texture pack and I had the idea of displaying the protection level of an item on the armor piece. But, the minecraft uses armor layers to display the model. This would be fine but the helmet, boots, and chestplate model are in the same layer, with leggings being in layer 2. This means that if I want to display 0-4 levels of prot on my pieces it would take 125 (5x5x5) different armor layers to make up for all the different combinations of prot. I don't want to do this so I was wondering if there was a way to split the armor layers into multiple layers and use each layer for a different armor pieces model. I am using mcpatchers CIT to make the custom items. Thanks for your time.
I am currently making a texture pack and I had the idea of displaying the protection level of an item on the armor piece. But, the minecraft uses armor layers to display the model. This would be fine but the helmet, boots, and chestplate model are in the same layer, with leggings being in layer 2. This means that if I want to display 0-4 levels of prot on my pieces it would take 125 (5x5x5) different armor layers to make up for all the different combinations of prot. I don't want to do this so I was wondering if there was a way to split the armor layers into multiple layers and use each layer for a different armor pieces model. I am using mcpatchers CIT to make the custom items. Thanks for your time.
I'm a bit confused how you're planning to do this. While the pieces do share a texture sheet, CIT allows them to each be displayed separately. So you'd really only need 10 textures - 5 each for the first file (helmet, chest, boots) and the second (pants). Donning different armor pieces will mix and match them so you don't need to make a separate sheet for each possible combination of armor pieces.
Likewise, Optifine/MCPatcher doesn't allow you to use the metrics from the other items, so it's not like you can just display them all on the chest plate or whatever.
But to actually answer your question... not that I'm aware of, no. There used to be a way to do this with inventory items but as far as I'm aware it's never been possible for worn armor pieces.
I am currently making a texture pack and I had the idea of displaying the protection level of an item on the armor piece. But, the minecraft uses armor layers to display the model. This would be fine but the helmet, boots, and chestplate model are in the same layer, with leggings being in layer 2. This means that if I want to display 0-4 levels of prot on my pieces it would take 125 (5x5x5) different armor layers to make up for all the different combinations of prot. I don't want to do this so I was wondering if there was a way to split the armor layers into multiple layers and use each layer for a different armor pieces model. I am using mcpatchers CIT to make the custom items. Thanks for your time.
I'm a bit confused how you're planning to do this. While the pieces do share a texture sheet, CIT allows them to each be displayed separately. So you'd really only need 10 textures - 5 each for the first file (helmet, chest, boots) and the second (pants). Donning different armor pieces will mix and match them so you don't need to make a separate sheet for each possible combination of armor pieces.
Likewise, Optifine/MCPatcher doesn't allow you to use the metrics from the other items, so it's not like you can just display them all on the chest plate or whatever.
But to actually answer your question... not that I'm aware of, no. There used to be a way to do this with inventory items but as far as I'm aware it's never been possible for worn armor pieces.
Sorry for the confusion, thanks for your help!