nineMinecraft is a joke site.
nineMinecraft is in no way affiliated with Modrinth or 9minecraft. (And frankly, who wants to be affiliated with the latter?)
ArmorRenderLib: Directors Cut

ArmorRenderLib: Directors Cut

Mod

Armor Render Lib: Directors Cut is an updated lightweight extension library to Fabric API's fabric-rendering-v1 ArmorRenderer. Since the Fabric API implementation is quite abstract, a more targeted implementation is needed for some specific use cases.

Client EquipmentLibraryUtility

470 downloads
5 followers

logo

Armor Render Lib: Directors Cut, a port of Armor Render Lib is a lightweight extension library to Fabric API's fabric-rendering-v1 ArmorRenderer. Since the Fabric API implementation is quite abstract, a more targeted implementation is needed for some specific use cases. These use cases are present across more than one of my mods, so in the spirit of code reuse this library was created. It is robust, using only a few very targeted mixins and is fully compatible with Cosmetic Armor and GeckoLib.

• Build

To include this library in your project, copy the following into your build.gradle:

repositories {
    maven {
        name = "Modrinth"
        url = "https://api.modrinth.com/maven"
        content {
            includeGroup "maven.modrinth"
        }
    }
}
dependencies {
    modImplementation "maven.modrinth:armor-render-lib:<version>"
    include "maven.modrinth:armor-render-lib:<version>"
}

• Use

Armor Render Lib adds armor render layers. These are objects containing a dynamic texture location, color and glint boolean that render armor for an item (or items). They are roughly equivalent to Fabric API's ArmorRenderer#renderPart, but the texture, color and glint can be dynamically specified based on the ItemStack, LivingEntity and EquipmentSlot.

They should be registered like so:

public class ExampleMod implements ClientModInitializer {
    private static ArmorRenderProvider render(ItemStack stack, LivingEntity entity, EquipmentSlot slot) {
        // Dynamic texture path
        String texture = "examplemod:textures/model/armor/example_chestplate.png";
        
        // Dynamic color
        int color = 0xFF00FF;
        
        return data -> data.accept(texture, color, stack.hasGlint());
    }
    
    @Override
    public void onInitializeClient() {
        ArmorRenderLib.register(ExampleMod::render, Items.IRON_CHESTPLATE);
    }
}

• Notes

  • An item can have multiple different armor render layers registered to it.
  • Multiple items can have the same armor render layer registered to them.
  • Registering a render layer to a vanilla item (or other armor item) overrides the default armor rendering.
    • This means that the texture, color and/or enchantment glint of vanilla armor can be modified.

Sponsor Banner

Use code "BAREMINIMUM" to get 15% off your first month!

External resources


Project members

bibireden

Lead Developer

clevernucleus

Former Author

BareMinimumStudios

Mascot

Poke097

Project Lead


Technical information

License
MIT
Client side
required
Server side
unsupported
Project ID