items/armor/lodestone/lodestone.yml
items/armor/lodestone/. Open its lodestone_armor.bbmodel in Blockbench to see how a 3D set is built.
Each piece still has its own item icon (texture:), a normal 16×16 item texture. Everything else about sets (effects, full-set) works as for flat armour.
Building the model
Build it in Blockbench around a player, with each body part’s cubes in a bone (group) named after it:- Cubes can be rotated and inflated, and nested bones work too. Only cubes are supported, not meshes.
- Keep the player in the default pose (standing, arms down). The bones follow vanilla’s joints: neck, shoulders and hips.
- Save the textures inside the model (Blockbench does this by default), or keep them next to it.
Shader packs (Iris)
Shader packs replace the game’s own shaders, so Lode Items also writes the model as a custom entity model for the EMF and ETF mods. Players with Iris, EMF and ETF see it in 3D, shader pack and all. Iris players without EMF and ETF see the flat look.EMF’s model format can’t turn a face’s texture a quarter turn, so faces rotated 90° or 270° show unturned for these players. The console warns when a model has any.Armour no 3D set picks keeps its normal look for EMF players, and other EMF armour packs keep working.
The flat look
Not every player can see 3D armour, so each set also needs a flat look. It is used:- by players with Iris but without EMF and ETF,
- on Macs and other graphics drivers without subgroup support,
- for armour further away than
armor.3d-distanceblocks (default 48) in config.yml.
body: and legs:, or add two textures named …layer_1 and …layer_2 to the Blockbench model, and Lode Items uses those. A piece with nothing modelled is always worn flat.
Limits
3D armour comes with a replacement for the game’s entity shader, so resource packs that also replace it (ModelEngine’s shader, for example) can’t be used at the same time. Lode Items’ version wins and the console says so.
