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
| Field | Type | Default | Description |
|---|---|---|---|
texture_location | Identifier | inherit | Texture 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_location | Identifier | texture_location | Texture for the wide (Steve) model. |
slim_texture_location | Identifier | texture_location | Texture for the slim (Alex) model. |
render_type | Render Type | translucent | How this layer is drawn — translucent, cutout, cutout_no_cull, solid, emissive/glow, or eyes. See Render Type. |
body_parts | String or Array of String | whole model | Restrict 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. |
red | Float | 1.0 | Red multiplier for this layer. Range: 0.0 - 1.0. |
green | Float | 1.0 | Green multiplier for this layer. Range: 0.0 - 1.0. |
blue | Float | 1.0 | Blue multiplier for this layer. Range: 0.0 - 1.0. |
alpha | Float | 1.0 | Alpha (opacity) multiplier for this layer. Range: 0.0 - 1.0. |
show_first_person | Boolean | false | If true, this layer is also drawn on the holder’s own first-person arm (only the arm/sleeve parts are affected in first person). |
scale | Float | 1.0 | Scales 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
eyesrender type ignores the tint and is always full-bright;emissive(aliasglow) 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"]
}