http://www.mcbbs.net/forum.php?m ... =%E6%9D%90%E8%B4%A8
我在这个链接的材质包里面发现了这段
type=armor
items=307
enchantmentIDs=1
texture.iron_layer_1=cape_blaze_armor
nbt.display.Name=ipattern:blaze cape
好像是一个 名字是 blaze cape 就显示一个材质的条件
好像就和种一样,不同的时间会显示不同的材质.
这个方面有没有什么好的教程.
我在这个链接的材质包里面发现了这段
type=armor
items=307
enchantmentIDs=1
texture.iron_layer_1=cape_blaze_armor
nbt.display.Name=ipattern:blaze cape
好像是一个 名字是 blaze cape 就显示一个材质的条件
好像就和种一样,不同的时间会显示不同的材质.
这个方面有没有什么好的教程.
我就说嘛...一定是optifine搞的鬼
材质包原作者没给教程
嘛 反正是optifine的功能
https://github.com/sp614x/optifi ... t_single.properties
复制代码
大概就是这样,有每项的使用解释,太长我就不特意翻译了,想深究自己慢慢看哈...
type=<item | enchantment | armor | elytra>分别是物品,附魔装甲,还有那个滑翔翅
items=<list of item IDs>物品的ID
texture=<replacement texture> mcpatcher/cit/下的材质名
damage=<damage values 0-65535>附加值
damageMask=<bitmask> 药水附加值相关
stackSize=<stack sizes 0-65535>物品叠加数
enchantmentIDs=<enchantment IDs 0-255 or names> 附魔
enchantmentLevels=<enchantment levels 0-255> 附魔等级
hand=any|main|off 任意手,主手,非主手时
nbt.<tag>=<value> 当NBT标签为某一个值时
附魔
texture.<name>=<replacement texture>特指替换的材质,因为有些物品的材质不止一层
weight=<integer> 优先度 用于若另一个条件也满足时决定使用哪个
speed=<value> 材质的速度,应该是动态类贴图用的
等等...反正你应该也不会用到
还有装甲的...
nbt那个
nbt.display.Name=My Sword 物品名字为My Sword时
nbt.display.Name=\u00a74\u00a7oMy Sword 同上,多了个颜色码
nbt.display.Lore.0=My Lore Text 物品lore,也就是物品描述的首行为那个时
nbt.display.Lore.1=My Lore Text 物品lore,也就是物品描述的第2行为那个时
nbt.display.Lore.*=My Lore Text 物品lore,也就是物品描述的任意行为那个时
nbt.display.Name=ipattern:Letter to * 差不多...ipattern为不区分大小写
等......
结构看着挺简单的....我好像已经知道怎么用了
所以你的这个应该就是
当这个铁胸甲的NBT标签display,也就是名字为blaze cape(用法就是铁毡改名对吧...)(不区分大小写),并带有火焰保护附魔时
材质使用mcpatcher/cit/下的blaze_armor(至于那个iron_layer_1,记得和optifine允许多个材质有关)
发现了什么不得了的东西,你发的网址那位大哥竟然标明原创= .= 我这就举报去....
材质包原作者没给教程
嘛 反正是optifine的功能
https://github.com/sp614x/optifi ... t_single.properties
- ###############################################################################
 
- # Sample configuration for OptiFine's Custom Items feature.
 
- # Based on the configuration for MCPatcher's Custom Item Textures mod.
 
- # Reference: https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Item_Textures
 
- #
 
- ###############################################################################
 
- # cit_single.properties
 
- ###############################################################################
 
- # Sample properties file for use with MCPatcher's Custom Item Textures mod.
 
- #
 
- # This file is offered without any copyright restrictions. Please copy and
 
- # modify it to suit your needs.
 
- #
 
- # For each item you with to override with a custom texture, use this template
 
- # and create a .properties file in the mcpatcher/cit folder of your texture
 
- # pack.  Properties files can be organized into subfolders of any depth, as
 
- # long as everything is within the top-level mcpatcher/cit folder.
 
- #
 
- # Each properties file specifies a list of matching item IDs or names, a
 
- # replacement texture, and an optional set of rules specifying damage, stack
 
- # size, or NBT tags.
 
- #
 
- # All property names are case-sensitive.
 
- # All paths are relative to assets/minecraft unless otherwise stated.
 
- ###############################################################################
 
 
- ###############################################################################
 
- # General properties used by all types:
 
- ###############################################################################
 
 
- # (Optional) Type of texture replacement.
 
- # item:        Simple item texture replacement.  Applies to items in GUI, held
 
- #              in hand, and in the world.  If multiple properties files match
 
- #              the same item, only the first (sorted by weight, then by
 
- #              filename) is used.
 
- # enchantment: Overlay texture for enchantments (replaces misc/glint.png).  If
 
- #              multiple properties files match the same item, they are blended
 
- #              together using rules specified in the global cit.properties
 
- #              file.
 
- # armor:       Armor texture replacement.  Applies to armor models worn by
 
- #              players and mobs.  If multiple properties files match the same
 
- #              item, only the first (sorted by weight, then by filename) is
 
- #              used.
 
- # elytra:      Elytra texture replacement.  Applies to elytra model worn by
 
- #              players and mobs.  If multiple properties files match the same
 
- #              item, only the first (sorted by weight, then by filename) is
 
- #              used.
 
- # The default type is item.  Each type has additional properties defined in
 
- # later sections of this template.
 
- type=<item | enchantment | armor | elytra>
 
 
- # (Optional for type=enchantment, required for other types) List of items to
 
- # apply the replacement texture to.
 
- items=<list of item IDs>
 
 
- # (Optional) Replacement texture.  Can be a full path or just a name:
 
- # mytextures/excalibur.png -> mytextures/excalibur.png
 
- # excalibur                -> mcpatcher/cit/excalibur.png
 
- # Texture format including animation is handled differently depending on the
 
- # type.  See the type-specific sections below.
 
- #
 
- # If no texture is provided, MCPatcher will use the name of the properties
 
- # file,
 
- # mcpatcher/cit/excalibur.properties -> mcpatcher/cit/excalibur.png
 
- texture=<replacement texture>
 
 
- # (Optional) List of damage values.  Use the replacement texture only when the
 
- # item damage is a certain value or range.
 
- #
 
- # For items with durability, damage starts at 0 for a new item and increases as
 
- # it gets damaged.  The max damage an item can take varies, see
 
- # http://www.minecraftwiki.net/wiki/Item_durability
 
- #
 
- # For other items, damage represents different properties like potion type or
 
- # wool color.  See http://www.minecraftwiki.net/wiki/Data_values for specifics.
 
- damage=<damage values 0-65535>
 
- # Damage can also be given as a percentage: 
 
- # damage=0-50%
 
- #
 
- # An optional bitmask applied to the item's damage before checking it against
 
- # the list of eligible damage values.  Examples,
 
- # Match any Fire Resistance potion:
 
- #   damage=3
 
- #   damageMask=15
 
- # Match any non-splash Fire Resistance potion:
 
- #   damage=3
 
- #   damageMask=16399
 
- # Match non-splash Fire Resistance I potion only:
 
- #   damage=3
 
- #   damageMask=16447
 
- # Match splash Fire Resistance II potion only:
 
- #   damage=16403
 
- #   damageMask=16447
 
- # For a simpler way to do potions, see the section at the end of this file.
 
- damageMask=<bitmask>
 
 
- # (Optional) List of stack sizes.  Use the replacement texture only when the
 
- # stack size is a certain value or range.
 
- stackSize=<stack sizes 0-65535>
 
 
- # (Optional) List of enchantment IDs or names.
 
- # The enchantment names may be short ("flame") or full ("minecraft:flame").
 
- # For reference, the vanilla enchantment IDs are
 
- # 0:  Protection
 
- # 1:  Fire Protection
 
- # 2:  Feather Falling
 
- # 3:  Blast Protection
 
- # 4:  Projectile Protection
 
- # 5:  Respiration
 
- # 6:  Aqua Affinity
 
- # 7:  Thorns
 
- # 16: Sharpness
 
- # 17: Smite
 
- # 18: Bane of Arthropods
 
- # 19: Knockback
 
- # 20: Fire Aspect
 
- # 21: Looting
 
- # 32: Efficiency
 
- # 33: Silk Touch
 
- # 34: Unbreaking
 
- # 35: Fortune
 
- # 48: Power
 
- # 49: Punch
 
- # 50: Flame
 
- # 51: Infinity
 
- enchantmentIDs=<enchantment IDs 0-255 or names>
 
 
- # (Optional) List of enchantment levels.
 
- enchantmentLevels=<enchantment levels 0-255>
 
 
- # (Optional) Hand
 
- # Hand in which the item is rendered (main hand, off hand)
 
- # When rendered in the GUI the item is considered to be in the main hand.
 
- # Default is "any"
 
- hand=any|main|off
 
 
- # Examples:
 
- # Match Silk Touch, any level:
 
- #   enchantmentIDs=33
 
- # Match Flame or Fire Aspect, level 3 or higher:
 
- #   enchantmentIDs=flame minecraft:fire_aspect
 
- #   enchantmentLevels=3-
 
- # Match any enchantment, with 8-10 total levels across all enchantments:
 
- #   enchantmentLevels=8-10
 
 
- # (Optional) NBT-based rule.  Use the replacement texture only when an NBT tag
 
- # has a specific value.  If multiple rules are provided, all of them must
 
- # match.  Use a utility like NBTExplorer to view the NBT tags for various
 
- # items.
 
- nbt.<tag>=<value>
 
- # Currently, only the following NBT types are supported:
 
- # - String, Integer, Short, Long, Double, Float - match exact value only
 
- # - Compound - Can match a specific tag or any tag (*).
 
- # - List - Can match a specific index (starting at 0) or any index (*).
 
- # Integer values can also be specified as hex color, for example #ff99cc.
 
- # The list size is named "count". 
 
- #
 
- # Examples:
 
- # Match item display name:
 
- #   nbt.display.Name=My Sword
 
- #
 
- # Match item display name with special formatting:
 
- # NOTE: For best compatibility, use the escape sequence '\u00a7' instead of §:
 
- #   nbt.display.Name=\u00a74\u00a7oMy Sword
 
- #
 
- # Match item lore (first line only):
 
- #   nbt.display.Lore.0=My Lore Text
 
- #
 
- # Match item lore (any line):
 
- #   nbt.display.Lore.*=My Lore Text
 
- #
 
- # Strings can be matched in several ways:
 
- # - Exact value
 
- #   nbt.display.Name=Letter to Herobrine
 
- # Matches the exact string "Letter to Herobrine" and nothing else.
 
- #
 
- # - Wildcards using ? and *
 
- #   nbt.display.Name=pattern:Letter to *
 
- # Matches
 
- #   Letter to Herobrine
 
- #   Letter to a creeper
 
- # but not
 
- #   letter to Herobrine
 
- #
 
- # - Wildcards, case insensitive
 
- #   nbt.display.Name=ipattern:Letter to *
 
- # Matches
 
- #   Letter to Herobrine
 
- #   Letter to a creeper
 
- #   letter to Herobrine
 
- #
 
- # - Java regular expressions
 
- #   (See http://docs.oracle.com/javase/6/docs/api/java/util/regex/Pattern.html)
 
- #   nbt.display.Name=regex:Letter (to|from) .*
 
- # Matches
 
- #   Letter to Herobrine
 
- #   Letter from Herobrine
 
- # but not
 
- #   letter to Herobrine
 
- #   A Letter to Herobrine
 
- #
 
- # - Java regular expressions, case insensitive
 
- #   nbt.display.Name=iregex:Letter (to|from) .*
 
- # Matches
 
- #   Letter to Herobrine
 
- #   Letter from Herobrine
 
- #   letter to Herobrine
 
- # but not
 
- #   A Letter to Herobrine
 
- #
 
- # NOTE: Any backslashes must be doubled as well.  Literal backslashes within a
 
- # regular expression or wildcard must be quadrupled.
 
- # Correct:
 
- #   nbt.display.name=regex:\\d+
 
- #   nbt.display.name=regex:\\\\
 
- #   nbt.display.name=/\\/\\
 
- # Wrong:
 
- #   nbt.display.name=regex:\d+
 
- #   nbt.display.name=regex:\\
 
- #   nbt.display.name=/\/\
 
 
- ###############################################################################
 
- # Type-specific properties
 
- ###############################################################################
 
 
- ###############################################################################
 
- # Items
 
- ###############################################################################
 
 
- type=item
 
 
- # Texture format:
 
- # Item replacement textures are stitched into items.png, and thus follow the
 
- # same rules as normal item textures.  In particular, this means that
 
- # animations must use Mojang's system of .mcmeta files for frame order and
 
- # timing.
 
- texture=<replacement texture>
 
 
- # (Optional) Replacement for alternate textures.
 
- # For items with more than one texture, this allows you to specify replacements
 
- # for each separately.  For example, the vanilla bow has four possible textures
 
- # depending on its state:  bow_standby, bow_pulling_0, bow_pulling_1,
 
- # bow_pulling_2.  To replace all four, you could use
 
- #   texture.bow_standby=my_special_bow_standby
 
- #   texture.bow_pulling_0=my_special_bow_pulling_0
 
- #   texture.bow_pulling_1=my_special_bow_pulling_1
 
- #   texture.bow_pulling_2=my_special_bow_pulling_2
 
- # Potions also have two textures.  To replace them, use
 
- #   texture.potion_bottle_drinkable=...
 
- #   -or-
 
- #   texture.potion_bottle_splash=...
 
- #   texture.potion_overlay=...
 
- # If no texture.<name> property matches, the generic texture property is used
 
- # instead.
 
- texture.<name>=<replacement texture>
 
 
- # (Optional) If multiple properties files match the same item, the highest
 
- # weighted one is used.  In the event of a tie, the properties filenames are
 
- # compared next.  The default weight is 0.
 
- weight=<integer>
 
 
- ###############################################################################
 
- # Enchantments
 
- ###############################################################################
 
 
- type=enchantment
 
 
- # Texture format:
 
- # The enchantment texture can be any resolution.  To animate an enchantment,
 
- # use the anim/*.properties method with
 
- #   to=<full path to enchantment texture>
 
- texture=<enchantment texture>
 
 
- # (Optional) Blend method when applying texture to the texture below it.  See
 
- # Better Skies for a list of valid methods.  The default is add.
 
- blend=<blend method>
 
 
- # (Optional) Scrolling speed of texture.
 
- # The default value is 0 (no scrolling).
 
- speed=<value>
 
 
- # (Optional) Angle of texture relative to the item.  If speed is non-zero, the
 
- # texture will also scroll in this direction.
 
- # The default value is 0.
 
- rotation=<0-360 degrees>
 
 
- # (Optional) Specifies a unique layer and the ordering of the layers as they
 
- # overlap each other.  If two or more effects use the same layer, weight
 
- # determines which effect is rendered (the other is not rendered).
 
- # The default layer is 0 (bottommost).
 
- layer=<integer>
 
 
- # (Optional) Relative priority of the enchantment within a layer.
 
- # Of the matching effects, only the highest weighted one within a layer is
 
- # rendered.
 
- # In other words,
 
- # - The layer property determines the ORDER in which effects are rendered.
 
- # - The weight property determines WHICH effect is rendered for each layer.
 
- # If two effects have the same weight and layer, the filename is used as a
 
- # tiebreaker.
 
- # The default weight is 0.
 
- weight=<integer>
 
 
- # (Optional, for cycling enchantments only) Duration in seconds of enchantment
 
- # in a cycle.
 
- # The default is 1 second.
 
- duration=<seconds>
 
 
- ###############################################################################
 
- # Armor
 
- ###############################################################################
 
 
- type=armor
 
 
- # Texture format:
 
- # The texture should match the format of the corresponding armor texture.  For
 
- # animated textures, use the anim/*.properties method with
 
- #   to=<path to replacement texture>
 
 
- # (Required) Replacement textures.  You need a replacement for each texture in
 
- # textures/models/armor for that armor type.
 
- # For diamond armor,
 
- #   texture.diamond_layer_1=my_diamond_armor_1
 
- #   texture.diamond_layer_2=my_diamond_armor_2
 
- # Leather armor has four layers:
 
- #   texture.leather_layer_1=...
 
- #   texture.leather_layer_1_overlay=...
 
- #   texture.leather_layer_2=...
 
- #   texture.leather_layer_2_overlay=...
 
- # If no texture.<name> property is matching, the generic texture will be used.
 
- texture.<name>=<replacement texture>
 
 
- # (Optional) If multiple properties files match the same armor, the highest
 
- # weighted one is used.  In the event of a tie, the properties filenames are
 
- # compared next.  The default weight is 0.
 
- weight=<integer>
 
 
- ###############################################################################
 
- # Potions
 
- ###############################################################################
 
 
- # http://www.minecraftwiki.net/wiki/Data_values#Potions
 
- # As an alternative to listing potion damage values, you can specify
 
- # replacement textures for potions using a filename based system.  Note that
 
- # everything described here CAN be done via cit properties files; this is just
 
- # a shortcut.
 
- #
 
- # There are two directories for potions:
 
- #   mcpatcher/cit/potion/normal - non-splash potions
 
- #   mcpatcher/cit/potion/splash - splash potions
 
- #   mcpatcher/cit/potion/linger - lingering potions
 
- #
 
- # Within either directory, create a .png file with the name of the potion
 
- # effect.  No properties files are necessary.
 
- #   absorption.png
 
- #   blindness.png
 
- #   confusion.png
 
- #   damageboost.png    (*)
 
- #   digslowdown.png
 
- #   digspeed.png
 
- #   fireresistance.png (*)
 
- #   harm.png           (*)
 
- #   heal.png           (*)
 
- #   healthboost.png
 
- #   hunger.png
 
- #   invisibility.png   (*)
 
- #   jump.png
 
- #   moveslowdown.png   (*)
 
- #   movespeed.png      (*)
 
- #   nightvision.png    (*)
 
- #   poison.png         (*)
 
- #   regeneration.png   (*)
 
- #   resistance.png
 
- #   saturation.png
 
- #   waterbreathing.png
 
- #   weakness.png       (*)
 
- #   wither.png
 
- # The names are the same as the potion.* properties in Custom Colors'
 
- # color.properties file.  Case matters.  Only potions marked (*) are obtainable
 
- # in-game.  The others can only be created via editing.
 
- #
 
- # The replacement png will automatically be used for that potion type; no
 
- # properties file required.  Note that this replaces BOTH
 
- # potion.png/potion_splash.png and potion_contents.png from the standard potion
 
- # rendering.  So be sure to include the colored liquid in the replacement art.
 
- #
 
- # Similarly, you can replace textures for the various "no effect" potions.
 
- # These have non-splash versions only, and again only the ones marked (*)
 
- # actually exist in-game.  The rest are in the code and are listed here only
 
- # for completeness.
 
- #   artless.png
 
- #   awkward.png        (*)
 
- #   bland.png
 
- #   bulky.png
 
- #   bungling.png
 
- #   buttered.png
 
- #   charming.png
 
- #   clear.png
 
- #   cordial.png
 
- #   dashing.png
 
- #   debonair.png
 
- #   elegant.png
 
- #   fancy.png
 
- #   flat.png
 
- #   foul.png
 
- #   gross.png
 
- #   harsh.png
 
- #   milky.png
 
- #   mundane.png        (*)
 
- #   odorless.png
 
- #   potent.png
 
- #   rank.png
 
- #   sparkling.png
 
- #   stinky.png
 
- #   suave.png
 
- #   thick.png          (*)
 
- #   thin.png
 
- #   uninteresting.png
 
- #
 
- # If you'd rather have a single texture for all "no effect" potions, this file
 
- # is used as a fallback for any that do not have a specific replacement as
 
- # listed above:
 
- #   mcpatcher/cit/potion/normal/other.png
 
- #
 
- # Two additional textures (non-splash only) can also be provided:
 
- #   mcpatcher/cit/potion/normal/water.png - plain water bottle (item 373:0)
 
- # mcpatcher/cit/potion/normal/empty.png - empty bottle (item 374)
大概就是这样,有每项的使用解释,太长我就不特意翻译了,想深究自己慢慢看哈...
type=<item | enchantment | armor | elytra>分别是物品,附魔装甲,还有那个滑翔翅
items=<list of item IDs>物品的ID
texture=<replacement texture> mcpatcher/cit/下的材质名
damage=<damage values 0-65535>附加值
damageMask=<bitmask> 药水附加值相关
stackSize=<stack sizes 0-65535>物品叠加数
enchantmentIDs=<enchantment IDs 0-255 or names> 附魔
enchantmentLevels=<enchantment levels 0-255> 附魔等级
hand=any|main|off 任意手,主手,非主手时
nbt.<tag>=<value> 当NBT标签为某一个值时
附魔
texture.<name>=<replacement texture>特指替换的材质,因为有些物品的材质不止一层
weight=<integer> 优先度 用于若另一个条件也满足时决定使用哪个
speed=<value> 材质的速度,应该是动态类贴图用的
等等...反正你应该也不会用到
还有装甲的...
nbt那个
nbt.display.Name=My Sword 物品名字为My Sword时
nbt.display.Name=\u00a74\u00a7oMy Sword 同上,多了个颜色码
nbt.display.Lore.0=My Lore Text 物品lore,也就是物品描述的首行为那个时
nbt.display.Lore.1=My Lore Text 物品lore,也就是物品描述的第2行为那个时
nbt.display.Lore.*=My Lore Text 物品lore,也就是物品描述的任意行为那个时
nbt.display.Name=ipattern:Letter to * 差不多...ipattern为不区分大小写
等......
结构看着挺简单的....我好像已经知道怎么用了
所以你的这个应该就是
当这个铁胸甲的NBT标签display,也就是名字为blaze cape(用法就是铁毡改名对吧...)(不区分大小写),并带有火焰保护附魔时
材质使用mcpatcher/cit/下的blaze_armor(至于那个iron_layer_1,记得和optifine允许多个材质有关)
发现了什么不得了的东西,你发的网址那位大哥竟然标明原创= .= 我这就举报去....
⊙v⊙ 发表于 2017-2-23 19:06
我就说嘛...一定是optifine搞的鬼
材质包原作者没给教程
发在视频板块啊,还以为是展示....当我没说
ipattern为不区分大小写 
原来如此,
谢谢了
原来如此,
谢谢了