Models
Documentation for models introduced by tetra.
Module model
Modules and improvements can provide their items with models that the item render when displayed in the world (or in a UI).
Grid texture model definition
Renders a flat model (like a standard vanilla item model extruded from a texture) from a texture grid. This is the default model type — the 'type' field can be omitted.
Format:References a texture relative to "assets/<namespace>/textures/". Material-based module variants typically suffix this based on the material and what's available in its "availableTextures" array.
Translates the model. A value of 1 equals 16px in a standard-sized model. The x and y axes align with the texture, the z axis is perpendicular to it. Format: [x, y, z]
Scales the model. The x and y axes align with the texture, the z axis is perpendicular to it. Format: [x, y, z]
A quaternion used to rotate the model. Format: [x, y, z, w]. A 3-dimensional vector with rotations around each axis may also be provided.
Makes the model appear to glow in dark environments. 15 is full brightness, 0 is no glow.
Models with a higher render layer render on top of those with a lower one.
The perspectives in which this model is rendered. If absent the model renders in all perspectives.
If true, the model renders in all perspectives except those listed in 'perspectives'.
Filtered grid texture model definition
A grid texture model that is only rendered when the item's render filter matches the 'filter' field. Useful for models that should only show in certain states, such as draw stages for bows.
Format:The render filter value that must match for this model to be rendered. For bows, valid values are "undrawn", "draw_0", "draw_1", and "draw_2".
References a texture relative to "assets/<namespace>/textures/". Material-based module variants typically suffix this based on the material and what's available in its "availableTextures" array.
Translates the model. A value of 1 equals 16px in a standard-sized model. The x and y axes align with the texture, the z axis is perpendicular to it. Format: [x, y, z]
Scales the model. The x and y axes align with the texture, the z axis is perpendicular to it. Format: [x, y, z]
A quaternion used to rotate the model. Format: [x, y, z, w]. A 3-dimensional vector with rotations around each axis may also be provided.
Makes the model appear to glow in dark environments. 15 is full brightness, 0 is no glow.
Models with a higher render layer render on top of those with a lower one.
The perspectives in which this model is rendered. If absent the model renders in all perspectives.
If true, the model renders in all perspectives except those listed in 'perspectives'.
Shield model definition
Renders a shield model composed of a 3D model and a texture. Used exclusively by shield item modules.
Format:Models with a higher render layer render on top of those with a lower one.