Resolver: Difference between revisions
No edit summary |
(navbox) |
||
Line 119: | Line 119: | ||
* Animated Textures - [https://gitlab.com/cable-mc/cobblemon/-/blob/main/common/src/main/resources/assets/cobblemon/bedrock/pokemon/resolvers/0500_emboar/0_emboar_base.json Emboar] | * Animated Textures - [https://gitlab.com/cable-mc/cobblemon/-/blob/main/common/src/main/resources/assets/cobblemon/bedrock/pokemon/resolvers/0500_emboar/0_emboar_base.json Emboar] | ||
* Emissive Textures - [https://gitlab.com/cable-mc/cobblemon/-/blob/main/common/src/main/resources/assets/cobblemon/bedrock/pokemon/resolvers/0197_umbreon/0_umbreon_base.json Umbreon] | * Emissive Textures - [https://gitlab.com/cable-mc/cobblemon/-/blob/main/common/src/main/resources/assets/cobblemon/bedrock/pokemon/resolvers/0197_umbreon/0_umbreon_base.json Umbreon] | ||
{{Addon Creation}} |
Revision as of 11:37, 14 October 2023
Preface
The resolver
JSON is responsible for assigning a Pokémon species
its model
, textures
, and poser
. It is also responsible for assigning aspects
to a pokemon to create variants like regional forms. Just about anything related to visuals is linked to the resolver file in some way.
The resolver
file was previously known as the asset species
file or similar. This was changed to prevent confusion between this file and the species
files in the data folder. Because of this, many addons created before Cobblemon version 1.4 are using the species
folder to hold resolver
files.
Resolver File Breakdown
The resolver
controls just about everything regarding a Pokémon's assets. Besides the model, animations, and form assets, it is also where you apply the data for animated and emissive textures!
While you can keep all of a Pokémon's resolver data inside of one file, separating resolver data for different forms or variants can help keep things organized. It will also prevent potential conflicts if another addon creator wants to modify something you have made.
Here is a breakdown of three different types of resolver file.
- Vulpix: Very common format for resolvers
{ "species": "cobblemon:vulpix", "order": 0, "variations": [ { "aspects": [], "poser": "cobblemon:vulpix", "model": "cobblemon:vulpix.geo", "texture": "cobblemon:textures/pokemon/0037_vulpix/vulpix.png", "layers": [] }, { "aspects": [ "shiny" ], "texture": "cobblemon:textures/pokemon/0037_vulpix/vulpix_shiny.png" } ] }
- Alolan Vulpix: A second resolver for vulpix to assign its regional form assets
- Due to its naming scheme, the alolan vulpix resolver loads after the previous vulpix resolver.
- The Alolan
aspect
comes from the alolan species feature.
{ "species": "cobblemon:vulpix", "order": 1, "variations": [ { "aspects": [ "alolan" ], "model": "cobblemon:vulpix_alolan.geo", "texture": "cobblemon:textures/pokemon/0037_vulpix/vulpix_alolan.png" }, { "aspects": [ "alolan", "shiny" ], "texture": "cobblemon:textures/pokemon/0037_vulpix/vulpix_alolan_shiny.png" } ] }
- Charizard: Charizard uses both animated and emissive textures!
{ "species": "cobblemon:charizard", "order": 0, "variations": [ { "aspects": [], "poser": "cobblemon:charizard", "model": "cobblemon:charizard.geo", "texture": "cobblemon:textures/pokemon/0006_charizard/charizard.png", "layers": [ { "name": "flame", "texture": { "frames": [ "cobblemon:textures/pokemon/0006_charizard/flame/tail1.png", "cobblemon:textures/pokemon/0006_charizard/flame/tail2.png", "cobblemon:textures/pokemon/0006_charizard/flame/tail3.png", "cobblemon:textures/pokemon/0006_charizard/flame/tail4.png" ], "fps": 10, "loop": true }, "emissive": true }, { "name": "glow", "texture": "cobblemon:textures/pokemon/0006_charizard/charizard_emissive.png", "emissive": true, "translucent": true } ] }, { "aspects": [ "shiny" ], "texture": "cobblemon:textures/pokemon/0006_charizard/charizard_shiny.png", "layers": [ { "name": "glow", "texture": "cobblemon:textures/pokemon/0006_charizard/charizard_shiny_emissive.png", "emissive": true, "translucent": true } ] } ] }
Resolver File Examples
When creating your own resolvers, it would be easiest to use resolvers similar to what you need as a template.
Here are some examples from the Gitlab you can reference. You may also want to reference the models of each example in game so you can see the effects that their resolver file create.
- No special visual features - Bulbasaur
- Gender differences - Venusaur
- Regional Forms - Vulpix
- Multiple Variants - Torterra
- Complicated variants using the layer system - Spinda
- Animated Textures - Emboar
- Emissive Textures - Umbreon