![]() Note: If you want to save textures per-player you can utilize IExtendedEntityProperties. Other way is to totally ignore vanilla - in that case - indeed - you will use RenderPlayerEvent - cancel normal rendering (tCanceled(true)) and then render totally different model (custom copy of ModelBiped) that will accept few textures instead of one, or like proposed previously - will take one texture that is put together from parts. Lock skin-change (vanilla will try to override it)Ībove is how it can be done using vanilla itself. Place skin.png into player's skin locationĤ. ![]() Gather few textures based on EntityPlayerģ. This is purely Java stuff - go goole it.ġ. In that case you will need to generate dynamic image. As i understand - you want to put player's texture from parts. It will then use this particular ResourceLocation and grab u/v coordinates from it which then will be placed onto model.Ĭhanging player's skin can be done in client-sided cache map which can be accessed via AbstractClientPlayer (you will need to dig deep and long and most likely use reflection).Īside from that - it will still give you one. Player's model and any other (maybe not all, I think dragon has few) model as you know it (vanilla) takes only one texture in consideration.
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