Current behavior:
First 2 layers get a color filter applied to them depending on the hard-coded mob colors and every other layer is black (alpha is respected, but color is not).
Proposed behaviors (or):
- Same as current, except from layer2 no filter would be applied
- Setting a variable in a model inheriting from inbuilt/generated would enable/disable the color filter
- Passing texture variable instead of layerN would use the texture as is with no filter
Right now creating custom spawn egg textures is near impossible for some mobs is like enderman who has 2 shades of black as his hard-coded colors. This means that a fully opaque #FFFFFF color results in almost black color.
Texture:

In game:

The only workaround I have seen is not inheriting from inbuilt/generated, but defining all elements as if it were a custom model. This is clearly not ideal, since it breaks the moment you add/remove opaque/transparent pixel to the texture.
This change would also streamline the creation process itself, since you would not need to reload the resource every time you need to see how the texture actually looks in game.
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