Oraxen
Search…
Shader Armors

Optifine

Oraxen armors are designed to work in Minecraft Vanilla but with Optifine shaders enabled the armors are distorted and we are going to see how to add compatibility to this.

Configure Your Oraxen armor

In this case we are going to go for a basic example of Oraxen
1
emerald_helmet:
2
displayname: "<gradient:#89E59D:#37C6BA>Emerald Helmet"
3
material: LEATHER_HELMET
4
color: 3, 252, 136 #rgb
5
Mechanics:
6
durability:
7
value: 437 # 20% more than diamond helmet
8
AttributeModifiers:
9
# - name: You don't really care about the name but it can be useful for some developers
10
# - attribute: Get the list here: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/attribute/Attribute.html
11
# - operations: 0 for ADD_NUMBER, 1 for ADD_SCALAR, 2 for MULTIPLY_SCALAR_1;
12
# - uuid: put a random uuid, generate one here: https://www.uuidgenerator.net/
13
# - slot: HAND, OFF_HAND, FEET, LEGS, CHEST or HEAD
14
- { name: "oraxen", attribute: GENERIC_MAX_HEALTH, amount: 2, operation: 0,
15
uuid: 3a25f0b5-dbda-4e38-b097-9e75e37ae464, slot: HEAD }
16
- { name: "oraxen", attribute: GENERIC_ARMOR, amount: 3, operation: 0,
17
uuid: 3a25f0b5-dbda-4e38-b097-9e75e37ae464, slot: HEAD }
18
- { name: "oraxen", attribute: GENERIC_ARMOR_TOUGHNESS, amount: 2, operation: 0,
19
uuid: 3a25f0b5-dbda-4e38-b097-9e75e37ae464, slot: HEAD }
20
Pack:
21
generate_model: true
22
parent_model: "item/generated"
23
textures: # duplicate because we use the overlay of the leather armor
24
- custom/default/armors/emerald_helmet
25
- custom/default/armors/emerald_helmet
26
custom_model_data: 50
Copied!
In this case we created our ready-made armor with the CustomModelData 50 and our textures are located in Oraxen/pack/textures/custom/default/armors and I have these textures
And I have everything ready

Create the directory in your Oraxen folder

Create Oraxen/pack/optifine/cit/armors/directory And there I will create a copy of emerald_armor_layer_1 and emerald_armor_layer_2 and paste them in that folder but now with the names emerald_layer_1 and emerald_layer_2 and create a new file named emerald.properties
Inside that file we will add this
1
type=armor
2
items=leather_helmet\ leather_chestplate\ leather_leggings\ leather_boots
3
texture.leather_layer_1=emerald_layer_1
4
texture.leather_layer_1_overlay=emerald_layer_1
5
texture.leather_layer_2=emerald_layer_2
6
texture.leather_layer_2_overlay=emerald_layer_2
7
nbt.CustomModelData=50
Copied!
In texture.leather_layer_1= and texture.leather_layer_1_overlay= we specify the texture layer_1=. we specify texture layer_1 texture.leather_layer_2= and texture.leather_layer_2_overlay= we specify the texture layer_2 and e and at the end with nbt.CustomModelData= we specify the CustomModelData of the armor and this has to be done 1 time for the whole armor. And we'll be all set!