TACZ: Advanced Skin System
作者:rebot | 分类:模组
Minecraft 版本: 1.21.1
平台: neoforge
标签: decoration equipment game-mechanics
TACZ: Advanced Skin System (MCPSkins)
A weapon locker for TACZ. Unlock skins and apply them to any gun.
What it does
MCPSkins adds a skin layer on top of TACZ-1.21.1. A skin changes how a weapon renders — texture, inventory icon, HUD icon, distance model, or the entire 3D model — without ever changing which weapon it is. No duplicate items, no lost attachments, no NBT tricks. Works with any registered GunId, from official or third-party gun packs.
- Repaint a texture, or swap the whole geo-model while reusing the base weapon's animations
- Optional custom inventory icon, HUD icon (including an empty-mag variant), and low-detail LOD model
- Optional rarity, collection, description and NEW badge for browsing and filtering
Skin packs
Drop a folder or .zip into mcpskins/ on whatever runs the world, then /reload. No pack.mcmeta, no resource pack, no datapack, works on worlds already in progress.
Players install nothing. Art streams from the server to each client at the moment it would be rendered.
Two ways to browse
Skin Armory — full-screen catalog with search, owned/locked and has-3D-model filters, sorting, and a drag-to-rotate preview podium showing the real weapon. Opens on K (rebindable) or /mcpskins armory, works with an empty hand.
Refit carousel — a compact skin strip embedded in TACZ's own refit screen, for swapping whatever's in your hands. Drag-to-place positioning.
Locked skins preview live on the real model in both UIs, entirely client-side.
Ownership
Unlocked skins are stored server-side: they survive death, sync on login and respawn, and can't be spoofed. Grant them by command, or hand out physical unlock items — tradeable, droppable, with a tooltip showing exactly what's inside. Shift-right-click a stack of duplicates to fuse them one tier up, favouring skins the player doesn't own.
Rarity tiers, fuse routes, drop weights and costs all live in the skin pack, so a pack brings its own progression instead of needing a matching server config. Common → Legendary out of the box; add, rename or reroute tiers freely.
Adding a skin
my_skinpack/data/<namespace>/skins/m4a1.json
{
"base_gun": "tacz:m4a1",
"skins": [
{
"id": "m4a1_cobra",
"name": "Cobra",
"label_color": "0xFF5533",
"rarity": "rare",
"collection": "Snake Pack",
"description": "Strike fast, strike quiet.",
"is_new": true
}
]
}
my_skinpack/assets/mcpskins/textures/skins/tacz/m4a1/m4a1_cobra.png
Everything below name and label_color is optional. Skin IDs are global, so name them <weapon>_<skin>.
Full docs & wiki — pack layout, full schema, 3D model and LOD art, every command and config option, troubleshooting.
Commands
/mcpskins give skin <player> <skinId> Unlock a skin
/mcpskins give item <player> <skinId> Give a physical unlock item
/mcpskins give all <player> Unlock everything
/mcpskins take skin <player> <skinId> Remove one skin
/mcpskins take skins <player> Clear all skins
/mcpskins armory [skinId] Open the Armory (no permission needed)
give/take require op (level configurable). Skin IDs tab-complete and are validated against the live registry.
Requirements
| Minecraft | 1.21.1 |
| Loader | NeoForge 21.1.233+ |
| Required | TACZ (MUKSC fork), neoforge/1.21.1 branch, client and server |
| Also | At least one TACZ gun pack — MCPSkins adds no guns of its own |
Notes
- Built for the MUKSC NeoForge port specifically. Full 3D model replacement hooks into that fork's model loader; on other builds those features switch themselves off rather than crash.
- Replacement models must share bone names with the base weapon's animations. A mismatch falls back to base geometry; a broken LOD falls back to the full-detail model.
- Server-side art hosting keeps skins out of modpack downloads. It is not DRM — anything a client renders, a determined client can recover.
- Failures log one readable line prefixed
[MCPSkins]. Include it in bug reports, along with your TACZ and gun pack versions.
MIT licensed — use it in any modpack, public or private.
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