Custom Item Textures#

Custom Item Textures can change items to different textures based on their properties, such as enchantments, name, or NBT rules.

_images/icon4.png

Amount changes the texture#

Based on the configuration for MCPatcher’s Custom Item Textures mod.

_images/settings3.png

Button and tooltip for the option, found in Video Settings ➔ Quality#

Global properties#

Location

/assets/minecraft/optifine/cit.properties

This file contains global properties for CIT and should be in the optifine/cit folder of the resource pack.

For individual item textures, see the “Properties” section.

Note

All property names are case-sensitive
All paths are relative to assets/minecraft/ unless otherwise specified
average and layered methods with cap=1 are equivalent and will both show only the “dominant” enchantment on an item

Warning

Not implemented: method, cap, fade

Key

Values

Meaning

method

Values: average, layered, or cycle
Required: ❌ No
Default: average
Specifies how to apply multiple effects on the same item.
Depending on the method chosen, multiple effects can be rendered with different intensities from 0 (not visible) to 1 (fully visible)
average: Weighted average by enchantment level: intensity = enchantment_level / sum(enchantment_levels)
layered: Similar to average, but max() is used instead of sum(): intensity = enchantment_level / max(enchantment_levels)
cycle: Cycle through each effect in turn. The duration of each effect can be set via the duration property. The [group] value (if present) allows multiple sets of effects to be cycled through independently

cap

Values: Positive integer
Required: ❌ No
Specifies how many layers can render for average and layered methods.
The top-most layers have priority over bottom-most layers as determined by the layer value of each effect.

fade

Values: Positive float
Required: ❌ No
Default: 0.5
The speed at which one effect will transition into another in a cycle.
This does not affect the duration of the actual effect when displayed – for that use the effect’s duration property.

useGlint

Values: Boolean
Required: ❌ No
Default: true
Use default glint.png enchantment texture or not.
If true: glint.png is used if no other custom enchantment effect is available.
If false: the default glint.png enchantment stops rendering completely.

This is important for items that have no specific enchantment, but have an enchantment effect - such as potions and golden apples.

Properties#

Location

/assets/minecraft/optifine/cit/ANYNAME.properties

For each item to override with a custom texture, create a .properties file in the assets/minecraft/optifine/cit/ folder of the resource pack and write it’s CIT. Properties files can be organized into subfolders of any depth, as long as everything is within the top-level optifine/cit folder.

Each properties file specifies:

  • a list of matching item IDs or names

  • a replacement texture

  • an optional set of rules specifying damage, stack size, NBT tags, etc.

Note

All property names are case-sensitive
All paths are relative to assets/minecraft/ unless otherwise specified
For best compability with tag matching, use escape sequences for characters outside the A to z range; \u0107 instead of ć

Key

Values

Meaning

type

Values: item, enchantment, armor, or elytra
Required: ❌ No
Default: item
Type of texture replacement.
item: Simple item texture replacement. Applies to items in GUI, held in hand, and in the world. If multiple properties files match the same item, only the first is used (sorted by weight, then by filename).
enchantment: Overlay texture for enchantments (replaces misc/glint.png). If multiple properties files match the same item, they are blended together using rules specified in Global properties.
armor: Armor texture replacement. Applies to armor models worn byplayers and mobs. If multiple properties files match the same item, only the first (sorted by weight, then by filename) is used.
elytra: Elytra texture replacement. Applies to elytra model worn by players and mobs.If multiple properties files match the same item, only the first (sorted by weight, then by filename) is used

items

Values: List of items
Required: ❌ No

List of item IDs to apply the replacement texture to

texture

Values: String, path to texture
Required: ❌ No
Default: Name of properties file: x.properties -> x.png
Path to replacement texture. Can be a full path or just a name:
mytextures/excalibur.png mytextures/excalibur.png
excalibur optifine/cit/excalibur.png

model

Values: String, path to texture
Required: ❌ No
Path to replacement model. Model must be in vanilla format.
item/mymodel /assets/minecraft/models/item/mymodel.json
./mymodel mymodel.json from the same folder as the properties file
Model may reference textures from the same folder; for example ./mytexture

damage

Values: Integer from 0 to 65535, integer range from 0 to 65535, or percentage range
Required: ❌ No
Damage values, replacement texture is used only when the item damage is a certain value or range.
For items with durability, damage starts at 0 for a new item and increases as it gets damaged.
The maximum damage an item can take varies
For other items, damage represents different properties like potion type or wool color. See this page for specifics

damageMask

Values: Integer bitmask
Required: ❌ No
Default: 0
Bitmask applied to the item’s damage before checking it against the list of eligible damage values
Examples:
• Match any Fire Resistance potion: damage=3 damageMask=15
• Match any non-splash Fire Resistance potion: damage=3 damageMask=16399
• Match non-splash Fire Resistance I potion only: damage=3 damageMask=16447
• Match splash Fire Resistance II potion only: damage=16403 damageMask=16447
For a simpler way, see Potions

stackSize

Values: Integer from 0 to 65535, or integer range from 0 to 65535
Required: ❌ No
Default: 0-65535

Replacement texture is used only when the item’s amount in an inventory slot is a certain value or range

enchantments

Values: List of strings
Required: ❌ No
Default: Any
List of enchantment names to match. The enchantment names may be short (flame) or full (minecraft:flame)
For example: enchantments=minecraft:silk_touch sharpness smite.
If enchantmentLevels is not specified, matches any level

enchantmentIDs

Legacy property for enchantments

enchantmentLevels

Values: List of integers from 0 to 255
Required: ❌ No
Default: Any
List of enchantment levels. - can be used as an equality, 3- matches 3 or higher, -5 matches 0 up to 5.
For example: enchantmentLevels=1 3 5 10, or enchantmentLevels=5-.
If enchantments is not specified, matches any enchantment type

hand

Values: any, main, or off
Required: ❌ No
Default: any

Hand in which the item is placed onto (main hand, offhand). When rendered in the inventory GUI, the item is considered to be in the main hand

nbt.<tag>

Values: Any
Required: ❌ No

NBT-based rule. Replacement texture is used only when an NBT tag on the item has a specific value. See NBT rules.

Type-specific properties#

Items#

Note

Implies type=item

Key

Values

Meaning

texture

Values: String, path to texture
Required: ✅ Yes

Item replacement textures are stitched into items.png, and thus follow the same rules as normal item textures. In particular, this means that animations must use Mojang’s system of .mcmeta files for frame order and timing

texture.<name>

Values: String, path to texture
Required: ❌ No
Replacement for alternate textures. For items with more than one texture, this allows specifying replacements for each texture separately.
For example: the vanilla bow has four possible textures depending on its’ state: bow_standby, bow_pulling_0, bow_pulling_1, bow_pulling_2.

To replace all four, this can be used:
texture.bow_standby=my_special_bow_standby
texture.bow_pulling_0=my_special_bow_pulling_0
texture.bow_pulling_1=my_special_bow_pulling_1
texture.bow_pulling_2=my_special_bow_pulling_2

Potions also have two textures. To replace them, use:
texture.potion_bottle_drinkable=..., or
texture.potion_bottle_splash=...
texture.potion_overlay=...

If no texture.<name> property matches, the generic texture property is used instead

model

Values: String, path to texture
Required: ❌ No
Path to a JSON item model in vanilla format.
Can be a full path or just a name:
item/mymodel assets/minecraft/models/item/mymodel.json
./mymodel mymodel.json from the same folder as the properties file
The model may reference textures from the same folder, for example: ./mytexture

model.<name>

Values: String, path to texture
Required: ❌ No
Replacement for alternate models.
For items with more than one model, this allows specifying replacements for each model separately
For example: the vanilla bow has four possible textures depending on its’ state: bow_standby, bow_pulling_0, bow_pulling_1, bow_pulling_2
To replace all four, this can be used:
model.bow_standby=my_special_bow_standby
model.bow_pulling_0=my_special_bow_pulling_0
model.bow_pulling_1=my_special_bow_pulling_1
model.bow_pulling_2=my_special_bow_pulling_2

weight

Values: Positive integer
Required: ❌ No
Default: 0
If multiple properties files match the same item, the highest weighted one is used.
In the event of a tie, the properties filenames are compared next.

Enchantments#

Note

Implies type=enchantment

Note

duration only works for cycle enchantments

Key

Values

Meaning

texture

Values: String, path to texture
Required: ✅ Yes
The enchantment texture can be any resolution.
To animate an enchantment, use the anim/*.properties method with to=full path to enchantment texture

blend

Values: String
Required: ❌ No
Default: add
Blend method when applying texture to the texture below it
See Custom Sky for a list of valid methods

speed

Values: Positive integer
Required: ❌ No
Default: 0

Scrolling speed of texture

0, no scrolling

rotation

Values: Positive integer from 0 to 360
Required: ❌ No
Angle of texture (in degrees) relative to the item
If speed is non-zero, the texture will also scroll in this direction

layer

Values: Positive integer
Required: ❌ No
Default: 0
Specifies a unique layer and the ordering of the layers as they overlap each other.
If two or more effects use the same layer, weight determines which effect is rendered (the other is not rendered)

weight

Values: Positive integer
Required: ❌ No
Default: 0
Relative priority of the enchantment within a layer
Of the matching effects, only the highest weighted one within a layer is rendered.

In other words:
The layer property determines the ORDER in which effects are rendered
The weight property determines WHICH effect is rendered for each layer

If two effects have the same weight and layer, the filename is used as a tiebreaker

duration

Values: Positive integer
Required: ❌ No
Default: 0

Duration in seconds of enchantment in a cycle

Armor#

Note

Implies type=armor

Key

Values

Meaning

texture.<name>

Values: String, path to texture
Required: ✅ Yes
Replacement textures.
A replacement for each texture is needed in textures/models/armor for that armor type

For diamond armor (2 layers total):
texture.diamond_layer_1=my_diamond_armor_1
texture.diamond_layer_2=my_diamond_armor_2

For leather armor (4 layers total):
texture.leather_layer_1=my_leather_armor_1
texture.leather_layer_1_overlay=my_leather_armor_1_overlay
texture.leather_layer_2=my_leather_armor_2
texture.leather_layer_2_overlay=my_leather_armor_2_overlay

The texture should match the format of the corresponding armor texture.

For animated textures, use the anim/*.properties method with to

weight

Values: Positive integer
Required: ❌ No
Default: 0
If multiple properties files match the same armor, the highest weighted one is used
In the event of a tie, the filenames are compared next

Potions#

Note

While there is no specific potion-related tag, nbt can be used

Potions with custom effects can be matched using their NBT Potion string, or with nbt.CustomPotionEffects.*.Id.

type=item
items=potion
nbt.Potion=minecraft:strength
type=item
items=potion
nbt.CustomPotionEffects.*.Id=20

Stronger versions of potions can be matched by prefixing strong_ to the Potion NBT tag match.

Longer versions of potions can be matched by prefixing long_ to the Potion NBT tag match.

Lingering and Splash potions can be matched with the same method by simply changing the items tag appropriately.

Shortcut#

Note

Everything described here can be done via CIT properties files; this is a shortcut

Note

No properties files are necessary for this method

As an alternative to listing potion damage values, replacement textures for potions can be specified using a filename based system. See this page for the data-values.

There are three directories for potions:

  1. optifine/cit/potion/normal: drinkable potions

  2. optifine/cit/potion/splash: splash potions

  3. optifine/cit/potion/linger: lingering potions

Within any of these directories, create a PNG file with the name of the potion effect:

Note

Effect names in italic means they are obtainable in-game
Effects not in italic can only be created via commands

Important

This replaces both potion.png/potion_splash.png and potion_contents.png from the standard potion rendering

Warning

Be sure to include the colored liquid in the replacement textures

Effect name

File name

Absorption

absorption.png

Blindness

blindness.png

Confusion

confusion.png

Damage Boost

damageboost.png

Mining Fatigue

digslowdown.png

Haste

digspeed.png

Fire Resistance

fireresistance.png

Harming

harm.png

Healing

heal.png

Health Boost

healthboost.png

Hunger

hunger.png

Invisibility

invisibility.png

Leaping

jump.png

Slowness

moveslowdown.png

Speed

movespeed.png

Night Vision

nightvision.png

Poison

poison.png

Regeneration

regeneration.png

Resistance

resistance.png

Saturation

saturation.png

Water Breathing

waterbreathing.png

Weakness

weakness.png

Wither

wither.png

The names are the same as the potion. The replacement texture will automatically be used for that potion type; no properties file required. Note that this replaces both.

Similarly, textures can be replaced for the various “no effect” potions. These have drinkable versions only, the rest are in the code and are listed here only for completeness.

Note

Effect names in italic means they are obtainable in-game
Effects not in italic can only be created via commands

Effect name

File name

Artless

artless.png

Awkward

awkward.png

Bland

bland.png

Bulky

bulky.png

Bungling

bungling.png

Buttered

buttered.png

Charming

charming.png

Clear

clear.png

Cordial

cordial.png

Dashing

dashing.png

Debonair

debonair.png

Elegant

elegant.png

Fancy

fancy.png

Flat

flat.png

Foul

foul.png

Gross

gross.png

Harsh

harsh.png

Milky

milky.png

Mundane

mundane.png

Odorless

odorless.png

Potent

potent.png

Rank

rank.png

Sparkling

sparkling.png

Stinky

stinky.png

Suave

suave.png

Thick

thick.png

Thin

thin.png

Uninteresting

uninteresting.png

If a single texture for all “no effect” potions is preferred, optifine/cit/potion/normal/other.png is used as a fallback for any that do not have a specific replacement as listed above.

Two additional textures (drinkable only) can also be provided:

  • optifine/cit/potion/normal/water.png: water bottle

  • optifine/cit/potion/normal/empty.png: empty glass bottle

Examples#

Stacked coins#

type=item
items=iron_nugget
stackSize=61-64
texture=iron_coins_16

Splash potion#

type=item
items=splash_potion
model=item/fire_resistance_splash
nbt.Potion=minecraft:fire_resistance
{
        "parent": "item/generated",
        "textures": {
                "layer0": "item/fire_resistance_overlay",
                "layer1": "item/fire_resistance_splash"
        }
}

🆚️ This documentation assumes the latest OptiFine version. Notes are not made for legacy versions (1.8).
🔙️ This documentation is updated to commit 8174f510.
©️ This file is offered without any copyright restrictions. Please copy and modify it to suit your needs. Credit is optional, but appreciated.