tutorial:shield
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tutorial:shield [2022/12/17 15:22] – Registry.ITEM -> Registries.ITEM miir | tutorial:shield [2025/06/21 18:39] (current) – updated to 1.21.4 cringestar_boi | ||
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- | __**THIS PAGE SHOULD WORK FOR 1.17-1.19. THE 1.14-1.16 SECTIONS HAVE NOT BEEN TESTED IN A LONG TIME, SO THEY MAY NOT WORK.**__ | + | ====== Making a Custom Shield in Minecraft [1.19-1.21.4] ====== |
+ | :!: The tutorial depends on third-party libraries. | ||
- | ====== Making a Custom Shield | + | Congrats! You just learned how to create your custom tools in the last tutorial! Now imagine you want to shield yourself from that sword if your friend got it. If you made it too op, a regular shield won't do. So we will see how to make a custom shield. |
- | Congrats! You just learned how to create your custom sword in the last tutorial! Now imagine you want to shield yourself from that sword if your friend got it. If you made it too op, a regular shield won't do. So we will see how to make a custom shield.\\ | + | Luckily, |
- | Luckily, | + | |
- | Library | + | The library |
Library compiled as a jar is available at https:// | Library compiled as a jar is available at https:// | ||
Line 12: | Line 12: | ||
===== Adding the library to your project ===== | ===== Adding the library to your project ===== | ||
- | Add the following code to the files mentioned:\\ \\ | + | Add the following code to the files mentioned: |
- | **gradle.properties**\\ | + | |
- | <code java> | + | |
- | fabric_shield_lib_version=1.6.0-1.19 | + | |
- | </ | + | |
- | **build.gradle** (under dependencies)\\ | + | |
- | <code java> | + | |
- | modImplementation " | + | |
- | </ | + | |
- | At the time of writing, latest project.fabric_shield_lib_version should be 1.6.0-1.19. This page will be updated whenever a new update comes out.\\ \\ | + | |
- | **build.gradle** (under repositories, | + | |
- | <code java> | + | |
- | maven { url = ' | + | |
- | </ | + | |
- | __//**If you are doing this in Minecraft version | + | **gradle.properties** |
+ | <file properties gradle.properties> | ||
+ | fabric_shield_lib_version=1.8.0-1.21.4 | ||
+ | mod_menu_version=13.0.0 | ||
+ | midnightlib_version=1.6.6-fabric | ||
+ | fabricasm_version=2.3 | ||
+ | </file> | ||
- | **gradle.properties**\\ | + | **build.gradle** (under '' |
- | <code java> | + | <file groovy build.gradle> |
- | fabric_asm_version=2.3 | + | modImplementation "com.github.StellarWind: |
- | cloth_version=8.1.77 | + | modImplementation " |
- | mod_menu_version=4.0.6 | + | modImplementation "maven.modrinth: |
- | crowdlin_version=1.4+1.19 | + | modImplementation " |
- | </code>\\ | + | </file> |
- | **(These versions will be updated in this wiki alongside the mod version)** | + | At the time of writing, these are the most up-to-date FabricShieldLib versions: |
+ | * **1.21.4** ('' | ||
+ | | ||
+ | * **1.21** - **1.21.1** ('' | ||
+ | * **1.20.5** - **1.20.6** ('' | ||
+ | * **1.20.2** - **1.20.4** ('' | ||
+ | * **1.20** - **1.20.1** ('' | ||
+ | * **1.19.3** - **1.19.4** ('' | ||
+ | * **1.19** - **1.19.2** ('' | ||
+ | * **1.18.2** ('' | ||
+ | * **1.17.1** ('' | ||
+ | **build.gradle** (inside '' | ||
+ | <file groovy build.gradle> | ||
+ | maven {url = ' | ||
+ | maven {url " | ||
+ | maven {url = " | ||
+ | </ | ||
- | **build.gradle** (under dependencies)\\ | + | __//**Midnight Lib and FabricASM are included in the FabricShieldLib release (.jar on Curseforge/ |
- | <code java> | + | |
- | modApi(" | + | ===== Adding a custom shield ===== |
- | exclude(group: | + | **If you want your shield to support banner decoration on your shield, please skip to the next section** |
- | } | + | |
- | include(" | + | |
- | modCompileOnly modRuntimeOnly (" | + | On to the non-boring steps! We will now make a custom shield! |
- | exclude(group: | + | |
- | } | + | |
- | modImplementation(" | + | If you have followed the above steps correctly and refreshed the project, then you will have the FabricShieldLib installed. |
- | exclude (group: " | + | |
- | } | + | |
- | include(" | + | |
- | </ | + | If so, the first step to do is create a new instance of an '' |
+ | <code java TutorialItems> | ||
+ | public final class TutorialItems { | ||
+ | // ... | ||
+ | public static final Item NETHERITE_SHIELD = register(" | ||
+ | //The constructor for the item takes in the following values: FabricBannerShieldItem(settings.maxDamage(durability), | ||
+ | // ... | ||
+ | } | ||
+ | </ | ||
- | **build.gradle** (under repositories, the one above dependencies)\\ | + | If you want to add your shield to a [[itemgroup|item groups]], for example, the "Combat" |
- | <code java> | + | |
- | maven { url "https:// | + | |
- | maven { url "https:// | + | |
- | </ | + | |
- | ===== Adding a custom shield ===== | + | < |
- | **If you want your shield to support banner decoration, there are extra steps that will be covered after the main creation.**\\ | + | public class ExampleMod implements ModInitializer { |
- | On to the non-boring steps! We will now make a custom shield!\\ \\ | + | ... |
- | If you have followed the above steps correctly and refreshed the project, then you will have the fabric shield api installed.\\ | + | |
- | If so, the first step to do is create a new instance of an Item like: | + | public |
- | <code java> | + | |
- | public | + | ItemGroupEvents.modifyEntriesEvent(ItemGroups.COMBAT).register(entries -> { |
- | </code> | + | entries.add(NETHERITE_SHIELD); |
+ | }); | ||
+ | ... | ||
+ | } | ||
+ | ... | ||
+ | } | ||
+ | </yarncode> | ||
- | Then, we have to register it, like so: | + | And our shield is (code-wise) done! |
- | + | ||
- | <code java> | + | |
- | Registry.register(Registries.ITEM, | + | |
- | </ | + | |
- | And our shield is done!\\ | + | Now, we have to create the textures and models of the shield. |
- | Now, we have to create the textures and models of the shield.\\ | + | |
- | For the texture, you can use anything. A good place to start is looking | + | For the texture, you can use anything. A good place to start is to look at Mojang's shield |
- | Now, for the models, we have to write a few .json files.\\ | + | |
- | For the model file without blocking, we use: \\ | + | Now, for the models, we have to write a few .json files. |
- | <code javascript> | + | |
+ | Inside '' | ||
+ | |||
+ | <file javascript | ||
{ | { | ||
- | | + | |
- | " | + | " |
- | " | + | " |
- | }, | + | } |
- | " | + | |
- | { | + | |
- | " | + | |
- | " | + | |
- | }, | + | |
- | " | + | |
- | } | + | |
- | ] | + | |
} | } | ||
- | </code>\\ | + | </file> |
- | Put it in '' | + | |
- | For the blocking model, use this: \\ | + | In the same folder, create another file, '' |
- | <code javascript> | + | <file javascript |
{ | { | ||
- | " | + | " |
+ | " | ||
+ | " | ||
+ | } | ||
} | } | ||
- | </code>\\ | + | </file> |
- | Plop it in resources/ | + | |
- | Don't forget to add it to **en_us.json** in '' | + | Then, as a [[tags|conventional tag]], create a '' |
- | <code javascript> | + | <code javascript |
{ | { | ||
- | "item.examplemod.netherite_shield": "Netherite Shield" | + | "replace": |
+ | | ||
+ | " | ||
+ | ] | ||
} | } | ||
- | </ | + | </ |
- | And with that, your shield is done! | + | |
- | + | Lastly, | |
- | ===== Adding banner support | + | < |
- | + | { | |
- | If you are using 1.17/1.18 instead of 1.19, please change versions in **gradle.properties** | + | " |
- | < | + | " |
- | fabric_shield_lib_version=1.5.3-1.18 | + | " |
- | fabric_asm_version=2.3 | + | ] |
- | cloth_version=6.2.57 | + | } |
- | mod_menu_version=3.0.1 | + | |
- | crowdlin_version=1.4+1.18 | + | |
- | </code> | + | |
- | or | + | |
- | <code java> | + | |
- | fabric_shield_lib_version=1.5.3-1.17 | + | |
- | fabric_asm_version=2.3 | + | |
- | cloth_version=5.3.63 | + | |
- | mod_menu_version=2.0.15 | + | |
- | crowdlin_version=1.3+1.17 | + | |
</ | </ | ||
+ | Don't forget to add it to **en_us.json** in '' | ||
+ | <code javascript resources/ | ||
+ | { | ||
+ | " | ||
+ | } | ||
+ | </ | ||
+ | And with that, your non-decorateable shield is done! | ||
- | This is where mixins get involved. | + | ===== Adding a custom shield with banner support ===== |
+ | The process | ||
- | First thing you will want to do is to change // | + | We still make the item in the same way, just make it a '' |
- | + | <code java TutorialItems> | |
- | <code java> | + | public static final Item NETHERITE_BANNER_SHIELD |
- | public static final Item NETHERITE_SHIELD | + | |
</ | </ | ||
+ | If you want to add your shield to a [[itemgroup|item groups]], for example, the " | ||
+ | |||
+ | < | ||
+ | public class ExampleMod implements ModInitializer { | ||
+ | @Override | ||
+ | public void onInitialize() { | ||
+ | ItemGroupEvents.modifyEntriesEvent(ItemGroups.COMBAT).register(entries -> { | ||
+ | // ... | ||
+ | entries.add(NETHERITE_BANNER_SHIELD); | ||
+ | }); | ||
+ | } | ||
+ | } | ||
+ | </ | ||
- | Now, we have to register a few things in our '' | + | Now the item is created, we need to set up its rendering. For these steps, we are going to be working in our client |
- | + | ||
- | To create our '' | + | |
+ | First, we will need to create an '' | ||
<code java> | <code java> | ||
+ | @Environment(EnvType.CLIENT) | ||
public class ExampleModClient implements ClientModInitializer { | public class ExampleModClient implements ClientModInitializer { | ||
+ | public static final EntityModelLayer NETHERITE_BANNER_SHIELD_MODEL_LAYER = new EntityModelLayer(Identifier.of(" | ||
+ | |||
@Override | @Override | ||
public void onInitializeClient() { | public void onInitializeClient() { | ||
Line 158: | Line 177: | ||
</ | </ | ||
- | Before we do any work in our client mod initializer, we need to register | + | Next, we will register |
- | <code javascript> | ||
- | { | ||
- | [...] | ||
- | " | ||
- | " | ||
- | " | ||
- | ], | ||
- | " | ||
- | " | ||
- | ] | ||
- | } | ||
- | [...] | ||
- | } | ||
- | </ | ||
- | |||
- | Ok, so now that is done, we can work in our client initializer. | ||
- | |||
- | First, we will need to create an '' | ||
<code java> | <code java> | ||
+ | @Environment(EnvType.CLIENT) | ||
public class ExampleModClient implements ClientModInitializer { | public class ExampleModClient implements ClientModInitializer { | ||
- | public static final EntityModelLayer NETHERITE_SHIELD_MODEL_LAYER = new EntityModelLayer(new Identifier(" | + | public static final EntityModelLayer NETHERITE_SHIELD_MODEL_LAYER = new EntityModelLayer(Identifier.of("tutorial", " |
@Override | @Override | ||
public void onInitializeClient() { | public void onInitializeClient() { | ||
- | | + | EntityModelLayerRegistry.registerModelLayer(NETHERITE_BANNER_SHILED_MODEL_LAYER, |
} | } | ||
} | } | ||
</ | </ | ||
- | Next, we will register out '' | + | Then we will create our shield model, |
<code java> | <code java> | ||
+ | @Environment(EnvType.CLIENT) | ||
public class ExampleModClient implements ClientModInitializer { | public class ExampleModClient implements ClientModInitializer { | ||
- | + | | |
- | | + | |
+ | public static ShieldEntityModel modelNetheriteShield; | ||
@Override | @Override | ||
Line 204: | Line 208: | ||
</ | </ | ||
- | Then we will register | + | And then register |
<code java> | <code java> | ||
+ | @Environment(EnvType.CLIENT) | ||
public class ExampleModClient implements ClientModInitializer { | public class ExampleModClient implements ClientModInitializer { | ||
- | + | | |
- | | + | |
+ | public static ShieldEntityModel modelNetheriteShield; | ||
@Override | @Override | ||
public void onInitializeClient() { | public void onInitializeClient() { | ||
EntityModelLayerRegistry.registerModelLayer(NETHERITE_SHIELD_MODEL_LAYER, | EntityModelLayerRegistry.registerModelLayer(NETHERITE_SHIELD_MODEL_LAYER, | ||
- | | + | |
- | | + | ShieldSetModelCallback.EVENT.register((loader) -> { |
- | | + | modelNetheriteShield = new ShieldEntityModel(loader.getModelPart(netherite_banner_shield_model_layer)); |
- | }); | + | return ActionResult.PASS; |
+ | }); | ||
} | } | ||
} | } | ||
</ | </ | ||
- | And now we get to the mixin. Don't worry, its an easy one. | + | Next, we have to create our two '' |
+ | <code java> | ||
+ | @Environment(EnvType.CLIENT) | ||
+ | public class ExampleModClient implements ClientModInitializer { | ||
- | If this is your first time, [[tutorial: | + | public static final EntityModelLayer netherite_banner_shield_model_layer = new EntityModelLayer(Identifier.of(" |
- | We will make a class called '' | + | public |
- | <code java> | + | |
- | @Mixin (BuiltinModelItemRenderer.class) | + | |
- | public | + | |
- | } | + | public static final SpriteIdentifier NETHERITE_BANNER_SHIELD_BASE = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, |
- | </code> | + | public static final SpriteIdentifier NETHERITE_BANNER_SHIELD_BASE_NO_PATTERN = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, |
- | Then we will make the necessary '' | + | @Override |
- | <code java> | + | public void onInitializeClient() { |
- | @Mixin | + | |
- | public class RendererMixin | + | |
- | | + | ShieldSetModelCallback.EVENT.register((loader) -> { |
- | | + | modelNetheriteShield |
- | | + | return ActionResult.PASS; |
+ | }); | ||
+ | } | ||
} | } | ||
</ | </ | ||
- | Next, we need to @Shadow the '' | + | Finally, we will want to go back to our item and add a component to it to store its model information like so: |
<code java> | <code java> | ||
- | @Mixin (BuiltinModelItemRenderer.class) | + | public static final Item NETHERITE_BANNER_SHIELD |
- | public | + | settings -> new FabricBannerShieldItem(settings, |
- | private ShieldEntityModel modelNetheriteShield; | + | new Item.Settings().maxDamage(2500).component(FabricShieldLib.MODEL_COMPONENT, |
- | private | + | new FabricShieldModelComponent( |
- | | + | ExampleModClient.NETHERITE_BANNER_SHIELD_BASE.getTextureId(), //Your base texture, from the client initializer |
+ | ExampleModClient.NETHERITE_BANNER_SHIELD_BASE_NO_PATTERN.getTextureId(), | ||
+ | ExampleModClient.netherite_banner_shield_model_layer.toString() // Your model layer, from the client initializer | ||
+ | ))); | ||
- | @Final | ||
- | @Shadow | ||
- | private EntityModelLoader entityModelLoader; | ||
- | } | ||
</ | </ | ||
- | Now we will inject into the '' | ||
- | <code java> | ||
- | @Mixin (BuiltinModelItemRenderer.class) | ||
- | public class RendererMixin { | ||
- | | ||
- | private static final SpriteIdentifier NETHERITE_SHIELD_BASE = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, | ||
- | private static final SpriteIdentifier NETHERITE_SHIELD_BASE_NO_PATTERN = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, | ||
- | @Final | + | That is all of our code done, we only have a few json files to make. |
- | @Shadow | + | |
- | private EntityModelLoader entityModelLoader; | + | |
- | + | First, create a '' | |
- | | + | <code javascript resources/ |
- | | + | { |
- | | + | " |
+ | | ||
+ | | ||
+ | | ||
+ | | ||
+ | | ||
+ | " | ||
+ | " | ||
} | } | ||
+ | ] | ||
} | } | ||
- | </ | + | </ |
- | + | ||
- | Now we get to the most important part of the mixin. We will inject a method to render a banner on our shield. | + | |
- | + | ||
- | <code java> | + | |
- | @Mixin (BuiltinModelItemRenderer.class) | + | |
- | public class RendererMixin { | + | |
- | | + | |
- | private static final SpriteIdentifier NETHERITE_SHIELD_BASE = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, | + | |
- | private static final SpriteIdentifier NETHERITE_SHIELD_BASE_NO_PATTERN = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, | + | |
- | @Final | + | Next, inside |
- | @Shadow | + | <code javascript |
- | private EntityModelLoader entityModelLoader; | + | |
- | + | ||
- | + | ||
- | @Inject(method = " | + | |
- | private void setModelNetheriteShield(CallbackInfo ci){ | + | |
- | this.modelNetheriteShield = new ShieldEntityModel(this.entityModelLoader.getModelPart(ExampleModClient.NETHERITE_SHIELD_MODEL_LAYER)); | + | |
- | } | + | |
- | + | ||
- | @Inject(method = " | + | |
- | private void mainRender(ItemStack stack, ModelTransformation.Mode mode, MatrixStack matrices, VertexConsumerProvider vertexConsumers, | + | |
- | if (stack.isOf(ExampleMod.NETHERITE_SHIELD)) { | + | |
- | FabricShieldLibClient.renderBanner(stack, | + | |
- | //The first five parameters are taken from the method, while the last 3 you provide yourself. You will provide the model, and then your 2 sprite identifiers in the order of ''// | + | |
- | '' | + | |
- | } | + | |
- | } | + | |
- | + | ||
- | + | ||
- | } | + | |
- | </ | + | |
- | + | ||
- | That is now all of the complicated things done! We now only need to change our existing model, add a '' | + | |
- | + | ||
- | In your shield model, '' | + | |
- | <code javascript> | + | |
{ | { | ||
- | " | + | " |
- | " | + | |
- | { | + | |
- | " | + | |
- | " | + | |
- | }, | + | |
- | " | + | |
- | } | + | |
- | ] | + | |
} | } | ||
</ | </ | ||
- | You also have to change your blocking model for your shield, '' | + | In the same folder, create another file, '' |
- | + | <code javascript | |
- | <code javascript> | + | |
{ | { | ||
" | " | ||
Line 335: | Line 300: | ||
</ | </ | ||
- | For this next step, you will add '' | + | For this next step, you will add a '' |
- | Then, you will need to make a '' | + | |
Then, you will move both of these textures into '' | Then, you will move both of these textures into '' | ||
- | For one last thing, you will need to add names for each of your shield color variants in '' | + | Next, create a '' |
- | <code javascript> | + | <code javascript |
{ | { | ||
- | | + | |
- | "item.examplemod.netherite_shield.red": | + | "values": |
- | "item.examplemod.netherite_shield.orange" | + | "tutorial:netherite_banner_shield" |
- | " | + | ] |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
} | } | ||
- | </ | ||
- | |||
- | ===== Adding banner support to your shield (1.16) ===== | ||
- | |||
- | This is where mixins get involved. | ||
- | |||
- | First, change the fabric_shield_lib in **gradle.properties** | ||
- | \\ | ||
- | <code java> | ||
- | fabric_shield_lib_version=1.4.5-1.16 | ||
</ | </ | ||
- | \\ | ||
- | Next thing you will want to do is to change | + | Finally create a '' |
- | + | < | |
- | < | + | { |
- | public static final Item NETHERITE_SHIELD = new FabricBannerShieldItem(new FabricItemSettings().maxDamage(2500).group(ItemGroup.COMBAT), | + | " |
- | </ | + | " |
- | + | | |
- | Now, we have to register a few things in our '' | + | ] |
- | + | ||
- | To create our '' | + | |
- | + | ||
- | <code java> | + | |
- | public class ExampleModClient implements ClientModInitializer | + | |
- | | + | |
- | | + | |
- | + | ||
- | } | + | |
} | } | ||
</ | </ | ||
- | Before we do any work in our client mod initializer, | + | Don't forget |
<code javascript> | <code javascript> | ||
{ | { | ||
- | | + | |
- | "entrypoints": | + | "item.tutorial.netherite_banner_shield.red": |
- | "main": | + | "item.tutorial.netherite_banner_shield.orange": |
- | "net.fabricmc.ExampleMod" | + | "item.tutorial.netherite_banner_shield.yellow": |
- | ], | + | "item.tutorial.netherite_banner_shield.lime": "Lime Netherite Banner Shield", |
- | "client": | + | " |
- | "net.fabricmc.ExampleModClient" | + | "item.tutorial.netherite_banner_shield.light_blue": |
- | ] | + | "item.tutorial.netherite_banner_shield.cyan": "Cyan Netherite Banner Shield", |
- | | + | " |
- | | + | |
+ | | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
} | } | ||
</ | </ | ||
- | Ok, so now that is done, we can work in our client initializer. | + | And now your shield |
+ | ===== Changes for 1.21.3 ===== | ||
+ | If you are working | ||
+ | |||
+ | <file properties gradle.properties> | ||
+ | mod_menu_version=12.0.0-beta.1 | ||
+ | midnightlib_version=1.6.4-fabric | ||
+ | </ | ||
- | The only thing that we will need to do is register | + | Next, remove the '' |
<code java> | <code java> | ||
+ | ... | ||
+ | import static com.github.crimsondawn45.fabricshieldlib.initializers.FabricShieldLibClient.renderBanner; | ||
+ | ... | ||
public class ExampleModClient implements ClientModInitializer { | public class ExampleModClient implements ClientModInitializer { | ||
- | + | ... | |
- | @Override | + | @Override |
- | public void onInitializeClient() { | + | public void onInitializeClient() { |
- | | + | ... |
- | | + | BuiltinItemRendererRegistry.INSTANCE.register(ExampleMod.NETHERITE_BANNER_SHIELD, |
- | | + | renderBanner(stack, matrices, vertexConsumers, |
- | }); | + | //The first five parameters are taken from the method, while the last 3 you provide yourself. |
- | } | + | //You will provide the model, and then your 2 sprite identifiers in the order of SHIELD_NAME_BASE and then SHIELD_NAME_BASE_NOPATTERN. |
+ | }); | ||
+ | ... | ||
+ | } | ||
+ | ... | ||
} | } | ||
</ | </ | ||
- | And now we get to the mixin. Don't worry, its an easy one. | + | Finally, change the following models |
- | If this is your first time, [[tutorial: | + | <file javascript resources/assets/tutorial/models/item/ |
- | + | ||
- | We will make a class called '' | + | |
- | <code java> | + | |
- | @Mixin (BuiltinModelItemRenderer.class) | + | |
- | public class RendererMixin { | + | |
- | + | ||
- | } | + | |
- | </code> | + | |
- | + | ||
- | Then we will make the necessary '' | + | |
- | <code java> | + | |
- | @Mixin (BuiltinModelItemRenderer.class) | + | |
- | public class RendererMixin { | + | |
- | private ShieldEntityModel modelNetheriteShield = new ShieldEntityModel; | + | |
- | private static final SpriteIdentifier NETHERITE_SHIELD_BASE = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, | + | |
- | private static final SpriteIdentifier NETHERITE_SHIELD_BASE_NO_PATTERN = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, | + | |
- | } | + | |
- | </code> | + | |
- | + | ||
- | Now we get to the most important part of the mixin. We will inject a method to render a banner on our shield. | + | |
- | + | ||
- | <code java> | + | |
- | @Mixin (BuiltinModelItemRenderer.class) | + | |
- | public class RendererMixin { | + | |
- | private ShieldEntityModel modelNetheriteShield = new ShieldEntityModel; | + | |
- | private static final SpriteIdentifier NETHERITE_SHIELD_BASE = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, | + | |
- | private static final SpriteIdentifier NETHERITE_SHIELD_BASE_NO_PATTERN = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, | + | |
- | + | ||
- | @Inject(method = " | + | |
- | private void mainRender(ItemStack stack, MatrixStack matrix, VertexConsumerProvider vertexConsumerProvider, | + | |
- | if (stack.getItem() == ExampleMod.NETHERITE_SHIELD)) { | + | |
- | FabricShieldLibClient.renderBanner(stack, | + | |
- | //The first five parameters are taken from the method, while the last 3 you provide yourself. You will provide the model, and then your 2 sprite identifiers in the order of ''// | + | |
- | '' | + | |
- | } | + | |
- | } | + | |
- | + | ||
- | + | ||
- | } | + | |
- | </ | + | |
- | + | ||
- | That is now all of the complicated things done! We now only need to change our existing model, add a '' | + | |
- | + | ||
- | In your shield model, '' | + | |
- | <code javascript> | + | |
{ | { | ||
- | | + | |
+ | " | ||
+ | " | ||
+ | }, | ||
" | " | ||
{ | { | ||
Line 483: | Line 392: | ||
" | " | ||
}, | }, | ||
- | " | + | " |
} | } | ||
] | ] | ||
} | } | ||
- | </code> | + | </file> |
- | You also have to change your blocking model for your shield, '' | + | <code javascript |
- | + | ||
- | <code javascript> | + | |
{ | { | ||
- | " | + | " |
- | } | + | "overrides": |
- | </ | + | |
- | + | "predicate": | |
- | For this next step, you will add '' | + | "blocking": |
- | Then, you will need to make a '' | + | }, |
- | + | "model": "tutorial:item/ | |
- | Then, you will move both of these textures into '' | + | |
- | + | ||
- | For one last thing, you will need to add names for each of your shield color variants in '' | + | |
- | <code javascript> | + | |
- | { | + | |
- | | + | |
- | | + | |
- | "item.examplemod.netherite_shield.orange": | + | |
- | "item.examplemod.netherite_shield.yellow": | + | |
- | " | + | |
- | "item.examplemod.netherite_shield.green": "Green Netherite Shield", | + | |
- | " | + | |
- | "item.examplemod.netherite_shield.cyan": "Cyan Netherite Shield", | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | } | + | |
- | </ | + | |
- | + | ||
- | ===== Adding banner support to your shield (1.15) ===== | + | |
- | + | ||
- | This is where mixins get involved. | + | |
- | + | ||
- | First, change the fabric_shield_lib in **gradle.properties** | + | |
- | \\ | + | |
- | <code java> | + | |
- | fabric_shield_lib_version=1.4.5-1.15 | + | |
- | </ | + | |
- | \\ | + | |
- | + | ||
- | Next thing you will want to do is to change // | + | |
- | + | ||
- | <code java> | + | |
- | public static final Item NETHERITE_SHIELD = new FabricBannerShieldItem(new FabricItemSettings().maxDamage(2500).group(ItemGroup.COMBAT), | + | |
- | </ | + | |
- | + | ||
- | Now, we have to register a few things in our '' | + | |
- | + | ||
- | To create our '' | + | |
- | + | ||
- | <code java> | + | |
- | public class ExampleModClient implements ClientModInitializer { | + | |
- | @Override | + | |
- | public void onInitializeClient() { | + | |
- | | + | |
} | } | ||
+ | ] | ||
} | } | ||
</ | </ | ||
- | Before we do any work in our client mod initializer, | + | <code javascript |
- | + | ||
- | <code javascript> | + | |
{ | { | ||
- | | + | "parent":" |
- | | + | "textures":{ |
- | | + | "shield":" |
- | "net.fabricmc.ExampleMod" | + | |
- | ], | + | |
- | "client": | + | |
- | | + | |
- | ] | + | |
} | } | ||
- | [...] | ||
} | } | ||
</ | </ | ||
- | Ok, so now that is done, we can work in our client initializer. | + | ===== Changes for 1.21.1 ===== |
+ | If you are working | ||
- | The only thing that we will need to do is register our 2 '' | + | <file properties gradle.properties> |
+ | mod_menu_version=11.0.1 | ||
+ | midnightlib_version=1.5.8-fabric | ||
+ | </ | ||
- | <code java> | + | Then, update your Item registries to match the old method at the [[items]] tutorial. Your item registry lines would look like this: |
- | public class ExampleModClient implements ClientModInitializer { | + | |
- | @Override | ||
- | public void onInitializeClient() { | ||
- | ClientSpriteRegistryCallback.event(SpriteAtlasTexture.BLOCK_ATLAS_TEX).register((atlasTexture, | ||
- | registry.register(new Identifier(" | ||
- | registry.register(new Identifier(" | ||
- | }); | ||
- | } | ||
- | } | ||
- | </ | ||
- | |||
- | And now we get to the mixin. Don't worry, its an easy one. | ||
- | |||
- | If this is your first time, [[tutorial: | ||
- | |||
- | We will make a class called '' | ||
<code java> | <code java> | ||
- | @Mixin | + | public static final Item NETHERITE_SHIELD = register(new FabricShieldItem(new Item.Settings().maxDamage(2500), |
- | public class RendererMixin { | + | |
- | + | ||
- | } | + | |
</ | </ | ||
- | + | or | |
- | Then we will make the necessary '' | + | |
<code java> | <code java> | ||
- | @Mixin (BuiltinModelItemRenderer.class) | + | public static final Item NETHERITE_BANNER_SHIELD |
- | public | + | |
- | private ShieldEntityModel modelNetheriteShield = new ShieldEntityModel; | + | |
- | private | + | |
- | private static final SpriteIdentifier NETHERITE_SHIELD_BASE_NO_PATTERN = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEX, | + | |
- | } | + | |
- | </ | + | |
- | + | ||
- | Now we get to the most important part of the mixin. We will inject a method to render a banner on our shield. | + | |
- | + | ||
- | <code java> | + | |
- | @Mixin | + | |
- | public class RendererMixin { | + | |
- | private ShieldEntityModel modelNetheriteShield = new ShieldEntityModel; | + | |
- | private static final SpriteIdentifier NETHERITE_SHIELD_BASE = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEX, new Identifier(" | + | |
- | private static final SpriteIdentifier NETHERITE_SHIELD_BASE_NO_PATTERN = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEX, | + | |
- | + | ||
- | @Inject(method = " | + | |
- | private void mainRender(ItemStack stack, ModelTransformation.Mode mode, MatrixStack matrices, VertexConsumerProvider vertexConsumers, | + | |
- | if (stack.getItem() == ExampleMod.NETHERITE_SHIELD)) { | + | |
- | FabricShieldLibClient.renderBanner(stack, | + | |
- | //The first five parameters are taken from the method, while the last 3 you provide yourself. You will provide the model, and then your 2 sprite identifiers in the order of ''// | + | |
- | '' | + | |
- | } | + | |
- | } | + | |
- | + | ||
- | + | ||
- | } | + | |
- | </ | + | |
- | + | ||
- | That is now all of the complicated things done! We now only need to change our existing model, add a '' | + | |
- | + | ||
- | In your shield model, '' | + | |
- | <code javascript> | + | |
- | { | + | |
- | " | + | |
- | " | + | |
- | { | + | |
- | " | + | |
- | " | + | |
- | }, | + | |
- | " | + | |
- | } | + | |
- | ] | + | |
- | } | + | |
</ | </ | ||
- | You also have to change your blocking model for your shield, '' | + | ===== Changes |
+ | If you are working in 1.20.6, **follow the changes | ||
- | <code javascript> | + | <file properties gradle.properties> |
- | { | + | mod_menu_version=10.0.0-beta.1 |
- | " | + | midnightlib_version=1.5.5-fabric |
- | } | + | </file> |
- | </code> | + | |
- | For this next step, you will add '' | + | Next, change all instances of '' |
- | Then, you will need to make a '' | + | |
- | Then, you will move both of these textures into '' | + | Then, change your '' |
- | For one last thing, you will need to add names for each of your shield color variants in '' | + | Finally, move your '' |
- | <code javascript> | + | |
- | { | + | |
- | "item.examplemod.netherite_shield": | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | } | + | |
- | </code> | + | |
- | ===== Adding banner support to your shield (1.14) ===== | + | |
- | This is where mixins get involved. | + | ===== Changes for 1.20.4 ===== |
+ | If you are working in 1.20.4, **follow the changes for all higher versions first**, then change the FabricShieldLib and FAPI versions accordingly and change your other dependencies to these versions:\\ | ||
- | First, change the fabric_shield_lib in **gradle.properties** | + | **gradle.properties** |
- | \\ | + | <file properties gradle.properties> |
- | <code java> | + | midnightlib_version=1.5.2-fabric |
- | fabric_shield_lib_version=1.4.5-1.14 | + | mod_menu_version=9.0.0-pre.1 |
- | </code> | + | </file> |
- | \\ | + | |
- | Next thing you will want to do is to change // | + | Additionally, |
- | <code java> | + | ===== Changes for 1.20.1 ===== |
- | public static final Item NETHERITE_SHIELD | + | If you are working in 1.20.1, **follow the changes for all higher versions first**, then change the FabricShieldLib and FAPI versions accordingly and change your other dependencies to these versions:\\ |
- | </ | + | |
- | The only thing we will need to do now is to add a simple mixin. | + | **gradle.properties** |
+ | <file properties gradle.properties> | ||
+ | midnightlib_version=1.4.1-fabric | ||
+ | mod_menu_version=7.1.0 | ||
+ | </ | ||
- | If this is your first time, [[tutorial: | + | ===== Changes for 1.19 ===== |
+ | If you are working in 1.19, **follow the changes for all higher versions first**, then change the FabricShieldLib and FAPI versions accordingly and change your other dependencies to these versions:\\ | ||
- | We will make a class called '' | + | **gradle.properties** |
- | <code java> | + | <file properties gradle.properties> |
- | @Mixin (BuiltinModelItemRenderer.class) | + | midnightlib_version=1.0.0-fabric |
- | public class RendererMixin { | + | mod_menu_version=4.2.0-beta.2 |
- | + | </file> | |
- | } | + | |
- | </ | + | |
- | + | ||
- | Then we will make the necessary '' | + | |
- | <code java> | + | |
- | @Mixin (BuiltinModelItemRenderer.class) | + | |
- | public class RendererMixin { | + | |
- | private static final Identifier NETHERITE_SHIELD_BASE | + | |
- | private static final Identifier NETHERITE_SHIELD_BASE_NO_PATTERN = new Identifier(" | + | |
- | } | + | |
- | </ | + | |
- | + | ||
- | Now we get to the most important part of the mixin. We will inject a method to render a banner on our shield. **Do not forget to mark the inject with // | + | |
- | + | ||
- | <code java> | + | |
- | @Mixin (BuiltinModelItemRenderer.class) | + | |
- | public class RendererMixin { | + | |
- | | + | |
- | private static final Identifier NETHERITE_SHIELD_BASE_NO_PATTERN = new Identifier(" | + | |
- | + | ||
- | @Inject(method = " | + | |
- | private void mainRender(ItemStack stack, CallbackInfo callbackInfo) { | + | |
- | if (stack.getItem() == ExampleMod.NETHERITE_SHIELD)) { | + | |
- | //The first parameter is taken from the method, while you will provide your 2 identifiers in the order of ''// | + | |
- | FabricShieldBannerRendering.render(stack, | + | |
- | callbackInfo.cancel(); | + | |
- | } | + | |
- | } | + | |
- | + | ||
- | + | ||
- | } | + | |
- | </code> | + | |
- | + | ||
- | That is now all of the complicated things done! We now only need to change our existing model, add a '' | + | |
- | + | ||
- | In your shield model, '' | + | |
- | <code javascript> | + | |
- | { | + | |
- | " | + | |
- | " | + | |
- | { | + | |
- | " | + | |
- | " | + | |
- | }, | + | |
- | " | + | |
- | } | + | |
- | ] | + | |
- | } | + | |
- | </ | + | |
- | + | ||
- | You also have to change your blocking model for your shield, '' | + | |
- | + | ||
- | <code javascript> | + | |
- | { | + | |
- | " | + | |
- | } | + | |
- | </ | + | |
- | + | ||
- | For this next step, you will add '' | + | |
- | Then, you will need to make a '' | + | |
- | + | ||
- | Then, you will move both of these textures into '' | + | |
- | + | ||
- | For one last thing, you will need to add names for each of your shield color variants in '' | + | |
- | <code javascript> | + | |
- | { | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | " | + | |
- | } | + | |
- | </code> | + | |
- | Now your shield is done and has banner support! |
tutorial/shield.1671290577.txt.gz · Last modified: 2022/12/17 15:22 by miir