Features
Tints
MythicArmors allows users to create tintable textures. To do so, duplicate your armor texture and remove all pixels that you dont want to be tintable. After that, rename the texture you created by adding the suffix _t.
For example, if you duplicate mythical_dragon_armor.png, your new texture should be named mythical_dragon_armor_t.png.
This texture should never be applied to the model. It is only used by the plugin to determine which pixels can be tinted.
Emissive
MythicArmors allows users to create emissive textures. To do so, duplicate your armor texture and remove all pixels that you dont want to be emissive. After that, rename the texture you created by adding the suffix _e.
For example, if you duplicate mythical_dragon_armor.png, your new texture should be named mythical_dragon_armor_e.png.
This texture should never be applied to the model. It is only used by the plugin to determine which pixels can be emissive.
You can combine a texture to be both tintable and emissive by using the suffix _t_e.
Fallback
Unfortunately, macOS only supports OpenGL up to OpenGL 4.1, which means MythicArmors should not normally be able to run on macOS. However, we wanted to make sure that everyone can use the plugin, including macOS users. That is why we added a 2D fallback system for macOS and Vulkan (if Vulkan is not enabled in the plugin config).
Fallback is also used by the shader to render instead of the 3D armor to improve performance you can change the render distance in the plugin config :
render-distance: 32
To add this fallback, add a texture to your .bbmodel file named *_layer_1.png (for chestplates and boots) and *_layer_2.png (for leggings).
For example:
mythical_dragon_armor_layer_1.pngmythical_dragon_armor_layer_2.png
These textures should not be applied directly to the model. They are only used as fallback textures by the plugin.