Shader Based (1.18-1.19.4)

Oraxen alters this second texture by using colored leather armor and shaders. Armor has like every item a texture in the inventory and in the hand, but it also has a second texture when worn on the body This second appearance has some limitations and requires some practice. We will use a trick with leather armor and colors.

A: item appearance B: body appearance

How to configure your armor?

For this we will be using the below config example for reference:

ruby_helmet:
  displayname: "<gradient:#FA7CBB:#F14658>Ruby Helmet"
  material: LEATHER_HELMET
  Pack:
    generate_model: true
    parent_model: "item/generated"
    textures:
      - default/armors/ruby_helmet
      - default/armors/ruby_helmet

Make sure that the items ID, or the first line in the above example, follows the pattern armorname_armortype. For the rest of the above set it would be ruby_chestplate, ruby_leggings and ruby_boots.

This is also why LEATHER is the only material that works. Custom Armor can not be made with Diamond as the base material. To get custom armor amounts, simply add Attribute Modifiers.\

How to change the equipped appearance?

Now the fun begins. We're going to use a vanilla shader to associate an armor style with a specific color. Thanks to Ancientkingg for developing the shader used by Oraxen.

1) Create your textures

You'll have to create two textures for your armor. You can download the ruby example here: https://oraxen.com/resources/armor_rest.png https://oraxen.com/resources/armor_leggings.png

2) Name your textures correctly

To get your textures registered correctly, their name need to contain armor_layer_X. For example: ruby_armor_layer_1.png andruby_armor_layer_2.png You can put them in any folder of the pack textures, ~/textures/default/armors is suggested.

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