Micah Holmes Posted December 7, 2025 Report Posted December 7, 2025 (edited) I've never messed with animations before, so Im a bit new to this part of the code. I have no issues via code but when I fire the bow, I get a missing texture for the animation. bow code: { code: "crudebow", tags: ["weapon", "weapon-ranged"], variantgroups: [ { code: "type", states: ["apprentice", "journeyman", "artisan", "master", "grandmaster" ] }, { code: "wood", states: ["baldcypress", "pine" ] } ], class: "ItemBow", maxstacksize: 1, durabilityByType: { "crudebow-apprentice-*": 100, "crudebow-journeyman-*": 150, "crudebow-artisan-*": 210, "crudebow-master-*": 300, "crudebow-grandmaster-*": 350 }, shape: { base: "weapons/bow/crude/crude", alternates: [ { base: "item/tool/bow/{wood}-charge1" }, { base: "item/tool/bow/{wood}-charge2" }, { base: "item/tool/bow/{wood}-charge3" } ] }, texturesByType: { "*-baldcypress": { "maple": { "base": "game:block/wood/debarked/{wood}" }, "flint": { "base": "game:block/stone/flint" }, "normal-westeast": { "base": "game:item/resource/ropeold" } }, "*-pine": { "maple": { "base": "game:block/wood/debarked/{wood}" }, "flint": { "base": "game:block/stone/flint" }, "normal-westeast": { "base": "game:item/resource/ropeold" } } }, tool: "bow", creativeinventory: { "general": ["*"], "items": ["*"], "tools": ["*"] }, attributes: { heldItemPitchFollow: 1, aimAnimationByType: { "*": "bowaim" }, damageByType: { "crudebow-apprentice": 2.25, "crudebow-journeyman": 2.5, "crudebow-artisan": 2.75, "crudebow-master": 3, "crudebow-grandmaster": 3.25 }, damageTierByType: { "crudebow-apprentice": 0, "crudebow-journeyman": 0, "crudebow-artisan": 0, "crudebow-master": 0, "crudebow-grandmaster": 0 }, statModifierByType: { "crudebow-apprentice": { "rangedWeaponsAcc": -0.1 }, "crudebow-journeyman": { "rangedWeaponsAcc": -0.05 }, "crudebow-artisan": { "rangedWeaponsAcc": 0 }, "crudebow-master": { "rangedWeaponsAcc": 0.1 }, "crudebow-grandmaster": { "rangedWeaponsAcc": 0.2 } }, toolrackTransformByType: { "crudebow-*": { translation: { x: 0.14, y: 0.93 }, rotation: { x: 2, y: 5, z: 0 }, scale: 1.76 } }, groundStorageTransformByType: { "crudebow-*":{ translation: { x: -0.4, y: -0.11, z: 0.345 }, rotation: { x: 26, y: -180, z: -90 } } } }, attributesByType: { "crudebow-*": { attachableToEntity: { categoryCode: "bowshort", attachedShapeBySlotCode: { "frontrightside": { base: "game:item/wearable/hooved/elk/weaponr-bow-crude" }, "frontleftside": { base: "game:item/wearable/hooved/elk/weaponl-bow-crude" } } } } }, behaviors: [{ name: "GroundStorable", properties: { layout: 'WallHalves', wallOffYByType: { "crudebow-*": 1 }, ctrlKey: true, selectionBox: { x1: 0, y1: 0, z1: 0, x2: 1, y2: 0.1, z2: 1 }, collisionBox: { x1: 0, y1: 0, z1: 0, x2: 0, y2: 0, z2: 0 }, } }], fpHandTransformByType: { "crudebow-*": { translation: { x: 0, y: 0.5, z: 0 }, rotation: { x: 4, y: 1, z: 84 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 2.91 } }, guiTransformByType: { "crudebow-*": { translation: { x: 0, y: 0, z: 0 }, rotation: { x: -95, y: 45, z: 37 }, origin: { x: 0.47, y: 0, z: 0.55 }, scale: 2.35 } }, groundTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 0, y: 0, z: 0 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 4.8 }, tpHandTransformByType: { "crudebow-*": { translation: { x: -0.48, y: 0, z: -0.44 }, rotation: { x: 107, y: 11, z: 10 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 1.15 } } } I'm pretty sure my issue is likely within the shapes them selves. I altered them first but then reverted them all back to original game scripts. FYI the idea here is the better material you use to construct your bow, the better it will perform. Anyway here is what the animation looks like currently: Edited December 7, 2025 by Micah Holmes
Micah Holmes Posted December 7, 2025 Author Report Posted December 7, 2025 (edited) Tried this but crashes game: texturesByType: { "*-baldcypress": { "maple": { "all":{ "base": "game:block/wood/debarked/{wood}" } }, "flint": { "all":{ "base": "game:block/stone/flint" } }, "normal-westeast": { "all":{ "base": "game:item/resource/ropeold" } } }, "*-pine": { "maple": { "all":{ "base": "game:block/wood/debarked/{wood}" }}, "flint": { "all":{ "base": "game:block/stone/flint" }}, "normal-westeast": { "all":{ "base": "game:item/resource/ropeold" }} } }, Tried this crashes texturesByType: { "*-baldcypress": { "maple": { base: "game:block/wood/debarked/{wood}", alternates: [{base: "game:block/wood/debarked/{wood}" }, {base: "game:block/wood/debarked/{wood}" }, {base: "game:block/wood/debarked/{wood}" } ] }, "flint": { base: "game:block/stone/flint", alternates: [{base: "game:block/stone/flint" }, {base: "game:block/stone/flint" }, {base: "game:block/stone/flint" } ] }, "normal-westeast": { base: "game:item/resource/ropeold", alternates: [{base: "game:item/resource/ropeold" }, {base: "game:item/resource/ropeold" }, {base: "game:item/resource/ropeold" } ] } }, "*-pine": { "maple": { "all":{ "base": "game:block/wood/debarked/{wood}" }}, "flint": { "all":{ "base": "game:block/stone/flint" }}, "normal-westeast": { "all":{ "base": "game:item/resource/ropeold" }} } }, Crashes texturesByType: { "*-baldcypress": { "all": { "maple": { "base": "game:block/wood/debarked/{wood}" }, "flint": { "base": "game:block/stone/flint" }, "normal-westeast": { "base": "game:item/resource/ropeold" } } }, "*-pine": { "all": { "maple": { "base": "game:block/wood/debarked/{wood}" }, "flint": { "base": "game:block/stone/flint" }, "normal-westeast": { "base": "game:item/resource/ropeold" } } } }, Edited December 7, 2025 by Micah Holmes
Solution xXx_Ape_xXx Posted December 8, 2025 Solution Report Posted December 8, 2025 It looks like the whole shape for the bow is missing. Try adding "game:" prefix to all the shape references: 20 hours ago, Micah Holmes said: shape: { base: "game:weapons/bow/crude/crude", alternates: [ { base: "game:item/tool/bow/{wood}-charge1" }, { base: "game:item/tool/bow/{wood}-charge2" }, { base: "game:item/tool/bow/{wood}-charge3" } ] },
Micah Holmes Posted December 8, 2025 Author Report Posted December 8, 2025 @xXx_Ape_xXx Lol yeah i seen that this morning. Sometimes when I work on things like a million times, I loose sight of the basic stuff lol 1
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