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MCPE-138734

The item with "minecraft:foil" can't show its enchanting glint.

The attachable item which is  with "minecraft:foil",but without an enchantment, can't show its enchanting glint,because "minecraft:foil" doesn't mean that it could make the "variable.is_enchanted" be true.

I hope this bug will be fixed as soon as possible.

awa

[media]

 

From November 13, 2023, this problem still exists, and it has nothing to do with whether to use the modified shader glsl files of the third party.

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Is this still an issue in the latest version (1.17.11)? If so, can you please add it to the affected versions (or mention it if you are not the reporter).
This ticket will automatically reopen when you reply.

Cleaning up old tickets: This ticket had been set to 'Awaiting Response', but has not received a response from the reporter (~3 months+) so is being closed as Incomplete. If you feel this is still a valid issue then please comment, or create a new ticket following the Issue Guidelines which includes steps to reproduce the problem.

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This still exists in the latest version of mcbe1.20.41, which has existed for a long time since the updated versions of attachable and texture_mesh of 1.16.210. It seems that not only enchanted materials, but also other materials will have invalid or static effects on attachables using the texture_mesh model.

(This problem will not appear in the real enchanted tools and weapons. The following contents are just some of my attempts, but the enchanted materials can indeed be used on texture_mesh).

 

other material problems:

After many attempts, when I use creeper's materials, the skeleton model of texture_mesh and the image of enchanted_item_glint.png, the in-game effect is to cover the original enchanted golden apple model.

However, if I use the default material of the solid, the rendering will not work at all, and it will not work at all when I use translucent maps.

This problem should be expanded.

 

I believe that this issue should be extended to the problem between texture meshes and materials, as well as the problem of there being too many unsplit item IDs in MCBE and Molang not supporting queries for multiple item, block, or entity data values.

 

Since the release of version 1.16.210, attachables and texture_mesh skeletal models have provided great assistance in the representation of armor, accessories, and first-person items. However, many objects in MCBE that have not undergone the flattening update have received many limitations in their namespace. The IDs for potions have not been split. The namespace for items such as snowballs, fire charges, and some raw meats is the same as their (projectile) entities, which prevents the use of attachables. There is no official systematic documentation for the rendering of first-person items, and original items like bows cannot be used as examples because they have hardcoded, non-data-driven parts.

 

For example, the minecraft:variant component in entity files in behavior packs and the format of minecraft:potion:1 in recipe files in behavior packs cannot be used elsewhere (or there is no systematic tutorial or documentation mentioning this).

If this is still an issue, would it be possible for you to attach a sample BP to the ticket? This would make it easier for others to test the bug and reproduce it.

This issue is being temporarily resolved as Awaiting Response. Once the requested information has been delivered, the report will be reopened automatically.

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📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support (Technical Issues) – 📧 Microsoft Support (Account Issues)
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xz_seer

(Unassigned)

Unconfirmed

Windows

all version

1.17.30.21 Beta, 1.20.50.24 Preview, 1.20.41 Hotfix

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