The way this is supposed to work would be the following: Use Default Model (useful if you have "just" a retextured skin in the pack so you don't need to have copies of the default player model, this might need a Steve/Alex toggle) Use Default Skin (useful if you have a slightly altered model that's compatible with the default skin, like for example a smaller player model like the Child Zombies, and want to allow the player to continue using their skin) In said properties file, there's also following flags: properties files, having their display name and model file name, maybe a tiny bit of lore text, one line or so) from the resource packs get listed, in resource pack order or Alphabetical(maybe we can also have a toggle for that but this doesn't need to be in the original implementation) Here is where the fun stuff starts, the custom models(which I guess could be defined in some. Steve and Alex are there to help texture pack artists, those can have some good use there to quickly switch and test skins instead of using the Mojang site(which seems to not update skins if the texture file has the same name or has even further delays due to cache) Steve (default Steve Model + Steve Skin from the Texture Pack)Īlex (default Alex Model + Alex Skin from the Texture Pack) In said Menu, you see the following list(with scroll bar and preview on the right) :ĭefault (your default MC Model+Skin from Mojang) In the Options, or under Skin Customization you'd have a new menu called "Skins". Hello, I hope this isn't unwanted, but I just came up with a little concept on how we could have custom player models:
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