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Reference: JMX Specification

grondag edited this page Jun 15, 2019 · 34 revisions

NOTE: You should already be familiar with the un-modded Minecraft JSON model format before trying to create JMX model files. You can find more information on the Gamepedia Minecraft Wiki.

JMX Model Overrides

The jmx root-level tag defines textures and materials that should be used when JMX is loaded. It will not be used if a frex tag is present and a FREX renderer (i.e. Canvas) is active.

"jmx": {
    "textures": { },
    "materials": { }
}

FREX Model Overrides

The frex root-level tag defines textures and materials that should be used when a FREX renderer (i.e. Canvas) is active. When present and active, it overrides the jmx tag.

A frex block allows models to use different textures and material properties when shaders are available. Such models should still define a still-enhanced-but-without-shaders appearance in the jmx block to be used when shaders aren't available.

This "override" behavior only applies within the same JSON file. Texture and material names within the frex block can reference texture and material names provided via imx blocks in other JSON model files (or even vanilla models for texture names.)

"frex": {
    "textures": { },
    "materials": { }
}

Textures

Textures are included in the jmx or frex elements via the textures tag. Usage of this tag is identical to textures for vanilla model JSON files. However, the textures are only available and applied only when JMX is loaded.

If jmx and frex elements are both present, only one of them will be loaded. If a FREX-compliant renderer is active, the frex textures will be used. Otherwise the textures in the jmx element will apply.

Note that a vanilla textures element at the root level is not overriden by the jmx and frex blocks. This avoids compatibility problems with parent/child vanilla models that may still depend on the vanilla textures. For this reason, texture reference names within a block (names that are meant to be used with a # prefix) should be different from their vanilla counterparts.

Materials

Materials operate much like textures, but instead define a RenderMaterial to be associated with one or more faces.

Like textures, a materials element can occur inside both the jmx and frex elements. When a FREX renderer is active, the materials in the frex element will be used instead of the materials inside the jmx element.

A material value can be defined three ways:

Symbolic Material Reference

As with textures, materials can reference materials to be defined in a child model, using the # prefix.

"materials": {
    "jmx_mat_down": "#jmx_mat_all",
    "jmx_mat_up": "#jmx_mat_all",
    "jmx_mat_north": "#jmx_mat_all",
    "jmx_mat_east": "#jmx_mat_all",
    "jmx_mat_south": "#jmx_mat_all",
    "jmx_mat_west": "#jmx_mat_all"
}

Material Properties

Materials can be defined by directly specifying RenderMaterial attributes.

"materials": {
    "jmx_mat_all": {
        "layer0": "cutout_mipped",
        "layer1": "cutout_mipped",
        "emissive1": true,
        "ambient_occlusion1": false,
        "diffuse1": false
    }
}

The material attributes that can be specified are listed below. The -N suffix must be 0 or 1 and indicates which sprite layer is affected. If an attribute is omitted, the default value will be used.

Attribute Name Default Value Description
layerN solid TODO
emissiveN false TODO
ambient_occlusionN determined by model TODO
diffuseN determined by shade attribute TODO
colorIndexN true TODO
colorN true TODO
depth 2 if any other attribute references the second layer. 1 otherwise. Only necessary when a double-layer material is needed but no attributes for the second layer are present. A value of 1 is ignored if any other attribute references the second layer.

"frex_preset"

TO BE CONTINUED...

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