Overlay Layer (Data Type)

One render layer of an Entity Texture Overlay power — a single texture drawn over the player model with its own draw style, tint and target body parts. A power's layers field is an array of these, each independent and drawn in order on top of the base overlay.

One render layer of an Entity Texture Overlay power — a single texture drawn over the player model with its own draw style, tint and target body parts. A power’s layers field is an array of these, each independent and drawn in order on top of the base overlay.

Fields

FieldTypeDefaultDescription
texture_locationIdentifierinheritTexture used for both models. Used when a model-specific texture is not given. If omitted entirely, the layer inherits the power’s base wide/slim texture (handy for re-styling one part without repeating the texture).
wide_texture_locationIdentifiertexture_locationTexture for the wide (Steve) model.
slim_texture_locationIdentifiertexture_locationTexture for the slim (Alex) model.
render_typeRender TypetranslucentHow this layer is drawn — translucent, cutout, cutout_no_cull, solid, emissive/glow, or eyes. See Render Type.
body_partsString or Array of Stringwhole modelRestrict this layer to specific model parts (e.g. "head" or ["head", "body"]). When omitted, the layer covers the whole model. Part names follow Model Color: head, hat, body, right_arm, left_arm, right_leg, left_leg (plus jacket, the sleeves and the trousers). Matching ignores case and separators.
redFloat1.0Red multiplier for this layer. Range: 0.0 - 1.0.
greenFloat1.0Green multiplier for this layer. Range: 0.0 - 1.0.
blueFloat1.0Blue multiplier for this layer. Range: 0.0 - 1.0.
alphaFloat1.0Alpha (opacity) multiplier for this layer. Range: 0.0 - 1.0.
show_first_personBooleanfalseIf true, this layer is also drawn on the holder’s own first-person arm (only the arm/sleeve parts are affected in first person).
scaleFloat1.0Scales this layer’s geometry outward from the model origin — the same idea as Sync’s Energy Swirl size. Above 1.0 puffs the texture out past the skin (an aura/shell), below 1.0 pulls it inside. 1.0 sits flush on the body.

The eyes render type ignores the tint and is always full-bright; emissive (alias glow) keeps the tint but renders unlit (glowing). See Render Type.

Example

A glowing, cyan-tinted emblem drawn over the body, inheriting nothing from the base power:

{
  "texture_location": "example:textures/entity/emblem.png",
  "render_type": "emissive",
  "body_parts": "body",
  "red": 0.2,
  "green": 0.9,
  "blue": 1.0
}

A layer that re-styles just the head using the power’s own base texture (no texture_location given), drawn as opaque cutout:

{
  "render_type": "cutout",
  "body_parts": ["head"]
}