How to make a similar type of armor mod

This is an article for anyone wanting to make their own armor mod. I will outline some of the basic steps for adding armor. You may need a little programming knowledge, but if you look at my code you may be able to see what I did to make mine work.

You can use the source code for reference **here**.

The first step in creating armor is making a texture for it. Some do this in blockbench and some do it in paint. I use paint. Make the texture for the armor and the items.

Next, copy each section that has multiple colors. You want a copy for each color. Erase all but one color on each so that you now have all the colors separated. You want to make sure you have plenty of room in your texture for all of them.

Now that you have a bunch of pieces of textures your ready for the next part. you go into blockbench and duplicate a part that had multiple colors. For example, the head. Make sure you copy the whole head and not just the parts that make up the head. Duplicate the whole thing and rename it so that you have multiple heads and multiple other parts. They should still be together so that they look like one. rename them by color for reference. move the textures around so that it looks like you never separated them. When you export the model you will have a lot of parts. I export the model as an entity and convert it to something that works as armor. You can look **here** to see what I mean. I will explain this part a little later on.

Now that the model is done, ONLY WITH THE COLORS YOU WANT TO MAKE DYEABLE you have to use an art program to change all the colors into grayscale. I use GIMP but you can use any art program you want to. The color will now come from Minecraft.

Put the armor texture and model into whatever program you are using. I use Eclipse but you can use whatever program. You can do this differently, but this is how I do it. extends bipedmodel and change the lass name to the name of the file. On the constructor, the second thingy with the class name, you want to add the modelsize and equipment type. There is a part that will give you an error near the bottom, something about set rotation. You can comment that out or delete it. You need to add lines of code to make all the armor bits follow the sections of model the player has. Here is an example of the code that does this: this.Headblack.copyFrom(this.head); Do this will all the sections in RenderToBuffer.

Reorganize all the parts in RendertoBuffer so that colors are organized together. All the stuff you want to color. Reds with reds, blues with blues.

Now that you have done that, you need to figure out what colors the model will become. Your system might be different, but the game uses color codes to color the armor. To get those codes look for an armor color generator on google or whatever search engine you use. Now make some public int [colorname] things up near the top. Every color your going to make changeable. Back in RendertoBuffer you need to add those colors. I use fred, fblue, fgreen so that it only changes the stuff I want to. Change the red blue and green inside each part you want to colorize.

For every part that is supposed to glow, change the packedlight bits to 0xF000F0.

Since I made my model have the head, chestplate, and boots in the same thing I need to add a line of code to each part of the middle. You may not need to do this if you separate the models into different files. The model class is done!

Now you need to make an item class. **Here** is an example of mine. You can copy my code if you want, just make sure to change anything you need to. Such as the modelname in the middle, change any color things you need to, and change the texture name at the bottom.