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Model Definition Format (Resource Pack)
FoundationGames edited this page Feb 28, 2025
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Model definitions describe an entity renderer that can be used for automobile parts, such as frames, wheels, or engines.
{
"type": "automobility:basic",
"material": "cutout",
"model_layer": "mypack:my_model_layer/main",
"translation": [0, 0, 0],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}-
type: What type of renderer to use for your model definition. Can be any one of:-
automobility:basic: Renders the specified model with no animations -
automobility:front_attachment: Renders the specified model attached rigidly to the frame, but the bonemain.groundwill be rendered touching the ground regardless of the vehicle's suspension if used for a front attachment. -
automobility:harvester_front_attachment: Renders likeautomobility:front_attachment, with the bonemain.ground.rollerbeing animated to roll along with the wheels if used for a front attachment. -
automobility:rear_attachment: Renders the specified model, with the bonemain.wheelsbeing animated to roll along with the vehicle's wheels if used for a rear attachment. -
automobility:chest_rear_attachment: Renders likeautomobility:rear_attachment, with the bonemain.lidbeing animated like a chest lid if used for an appropriate rear attachment. -
automobility:grindstone_rear_attachment: Renders likeautomobility:rear_attachment, with the bonemain.grindstonebeing animated to spin along with the vehicle's wheels. -
automobility:stonecutter_rear_attachment: Renders likeautomobility:rear_attachment, with the bonemain.stonecutterbeing animated to spin along with the vehicle's wheels, albeit at a faster speed. -
automobility:plow_rear_attachment: Renders likeautomobility:rear_attachment, with the bonesmain.assemblyandmain.assembly.instrumentbeing extended or retracted when deployed if used for an appropriate rear attachment. -
automobility:banner_rear_attachment: Renders likeautomobility:rear_attachment, with the following bones rendered as such if used for an appropriate rear attachment:-
main.fake_poleis only rendered as an item. -
main.pole,main.pole.bar, are rendered only on the vehicle, and those two bones along withmain.flag_pole, andmain.flag_pole.flag_barare bent at an angle based on the vehicle's speed. -
main.flag_pole.flag_bar.flagis rendered as a banner, with banner patterns.
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material: The render material to use for your model definition. Can be any one of:-
solid: Renders fully opaque with no transparency or translucency. -
cutout: Renders with clipped transparency. Fully transparent regions of the texture are transparent, and solid/translucent regions are opaque. -
cutout_backfaces: Renders likecutoutwith visible backfaces (no backface culling). -
translucent: Renders with full translucency support. May cause visual glitches based on translucency sorting, and may decrease performance when using fabulous graphics. Only use if you plan to use translucent (partially transparent) textures. -
translucent_backfaces: Renders liketranslucentwith visible backfaces (no backface culling). -
additive_translucent: Renders translucency with additive blending, meaning that colors are brightened against geometry behind your model. -
emissive: Renders likeadditive_translucentat full lighting, with no shading.
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model_layer: The resource location of the entity model to use for this model.- EX:
"mypack:my_model_layer/main"would be located atassets/mypack/models/entity/my_model_layer/main.json.
- EX:
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translation(OPTIONAL): The x, y, and z translation of your model in blocks. -
rotation(OPTIONAL): The pitch, yaw, and roll rotation (specified in that order) of your model in degrees.- Applied in-game in the following order: yaw first, then pitch, then roll
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scale(OPTIONAL): The x, y, and z scale of your model.