The leggings rendering issue has been fixed, but the second layer of helmets is still not rendering correctly in 25w32a.
I have included screenshots of the issue with signs indicating the version. The second layer renders in 1.21.8 and below, but not in 25w32a. I have also attached an example of the textures I am using (iron armor specifically).
Steps to reproduce the issue:
Use a resource pack that makes use of the second layer in the armor texture (you can use the attached iron_layer_1.png for equipment/humanoid/iron.png and iron_layer_2.png for equipment/humanoid/leggings/iron.png)
Load the resource pack.
Equip the armor and press F5, or place the armor on an armor stand.
Expected result:
The second armor layer should render on all pieces.
Actual result:
The second layer does not render on all pieces, particularly the helmet.
ETA: This also applies to armor trims. In prior versions, the second layer of armor trims would also render on helmets. It does not render now. I will attach an example of an armor trim texture that utilizes the second layer to (hopefully) aid in testing.
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As far as I can see the resource pack you provided only has 1 layer for iron helmet. Am I wrong? If not, could you provide a resource pack that has 2 layers?
The iron helmet texture I provided does indeed have a second layer; it’s the part that looks like a crown in the upper right quadrant of the iron_layer_1 texture. I tested the resource pack that BugTracker uploaded and it implements the textures correctly, but it’s incorrectly zipped; you’d have to copy the “MC-300723” directory within the zip file into the resourcepacks folder.
It’s a little big (I haven’t had a chance to run pngcrush or similar on it in a while), but I can also provide the resource pack I am developing; it’s where the original screenshots came from. I can confirm 100% that every single piece of armor in this pack (except copper) has a second layer on the helmet. Most (if not all) trims also have a second layer on the helmet part.
Also, to clarify, the “second layer” I’m referring to is not the “layer 2” texture, but rather the part of the helmet/chestplate texture (iron_layer_1 in the old format, now it would be textures/entity/equipment/humanoid/iron.png) that would typically render as a second layer on top of the helmet.
As noted in the edit, this issue also applies to armor trims' second layers. I don’t have an example of this handy that doesn’t use my custom trim color palettes, so I’ll include the base palette, the gold palette, and the coast armor trim (leggings not included as they don’t use the second layer).
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