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Texture Overrides

RoarkCats edited this page Aug 13, 2026 · 2 revisions

Overview

Tinting the default models isn't always enough to make a good looking multitool tier. In these cases, custom textured multitool tiers are supported through custom model data.

Custom model data allows for dynamic tiers to have their own visual style, while ignoring or still making use of the tinting system as desired. Custom models with more than 2 layers are also supported for tinting using the tint list component so long as the layers are named properly. (layer0, layer1, layer2, etc.)

Steps

The following steps document the process to add your own custom model data tiers:

  1. Start by overriding the base multitool model files to register the numeric IDs for your custom model data.
  2. Create the custom model data models referenced prior in the path you defined, be sure to label your texture layers properly if you want to use tinting.
  3. Add your texture files in the path specified in your model files. A single texture can be used if you do not need tinting, however, if you want to use tinting, splitting up your layers into separate textures is recommended.
  4. Define your dynamic tiers and be sure to set your custom_model_data in the default_components map. If your model uses more than two tint layers, you can use the dynamic_multitools:texture_tints integer list component to define their tint values or override them to none if the tool has no tint and is upgradeable from a tool with tint (ex Netherite smithing upgrade from Diamond)
  5. Add your material translation keys.

Pro Tip: Tinting can't make textures lighter or remove color, a good tintable texture will be grayscale or similar to iron tools.

Examples

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