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TACZ: Advanced Skin System

Adds a full weapon skin system to TACZ — texture, icon, and full 3D model re-skins, real per-player ownership, and an in-game Armory with a live 3D preview.

Автор: JS_ON3,1 тыс.6обновлён 21 сент. 2026 г.
ДекорСнаряжениеМеханики игры

Описание

TACZ: Advanced Skin System (MCPSkins)

A weapon locker for TACZ. Unlock skins, 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, unlock hint and NEW badge for browsing and filtering
  • Mark a skin as a starter and every player gets it on first join, no command needed
  • Skin TACZ attachments too: scopes, grips and muzzles take the same texture, icon and model overrides
  • Animate any skin texture or icon with an ordinary .png.mcmeta, the same file a resource pack would use
  • Ship LabPBR normal and specular maps for shader users, still with nothing to install on the client
  • Ship skin names, descriptions and rarities in any language from inside the pack, with nothing to install on the client

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.

Don't want to build one from scratch just to see it working? There's a ready-made pack waiting in the gallery: grab the example skin pack here (ONLY FOR IMMERSIVE/CREATE:ARMORY GUNPACK). Drop it in, /reload, and hit K.

Two ways to browse

Skin Armory. A full-screen catalog in three columns: your arsenal on the left, a drag-to-rotate 3D preview of the real weapon in the middle, and the skin tiles, details and Equip button on the right. Search runs across every weapon at once, and there are owned/locked and has-3D-model filters plus sorting. Opens on K (rebindable) or /mcpskins armory, and works with an empty hand.

Refit carousel. A compact skin tray embedded in TACZ's own refit screen, for swapping whatever is in your hands. Drag-to-place positioning.

Locked skins preview live on the real model in both UIs, entirely client-side.

Both are drawn from plain textures rather than hardcoded colours, so a normal resource pack can repaint the whole interface. The generator that produced the default set ships with the source if you would rather start from it than from scratch.

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 that are tradeable, droppable, and carry 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.

A skin can also carry a free-text unlock hint, something like "250 kills with the AK-47", shown next to the padlock while it's still locked. It's a label for whatever progression you actually run, not a gate of its own.

Packs can also ship starter skins. Mark one "unlocked": true and every player owns it from their first join, with no command and nothing running in the background.

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 through Legendary out of the box, and you can 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.",
      "locked_text": "Fuse three rare skins",
      "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 and wiki covers pack layout, the full schema, 3D model and LOD art, every command and config option, reskinning the UI, and 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

Minecraft1.21.1
LoaderNeoForge 21.1.233+
RequiredTACZ (MUKSC fork), neoforge/1.21.1 branch, client and server
AlsoAt least one TACZ gun pack (the default tacz will work). 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, so use it in any modpack, public or private.

Галерея

Skinned gun with magTACZ refit screen carousel ArmorySkinned and custom modeled gun

Последние версии

Все версии →
release

TACZ: Advanced Skin System 1.1.2-neoforge-1.21.1

1.1.2-neoforge-1.21.1
21 сент. 2026 г.1,1 тыс.Minecraft: 1.21.1neoforge
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Что нового
# v 1.1.2 **Added** * KubeJS support. Scripts get a `MCPSkins` binding for reading and changing who owns what, plus seven events covering unlocks, revokes, completed collections, equipping and fusing. Unlock, equip and fuse can be cancelled, and fuse can override the roll. KubeJS stays optional: without it nothing changes and none of the code loads. * The same contract as a plain Java API, so another mod can use it with no KubeJS involved. * Skins for LesRaisins Tactical Equipments. Knives, grenades and medical items reskin like weapons, using `"base_melee"`, `"base_throwable"` or `"base_consumable"` in place of `"base_gun"`. Texture and icon only, since geometry replacement runs through TACZ's model registry. The addon is optional. * Skins for a gun you do not have installed are hidden instead of rendering broken. They stay out of the Armory, the carousel, fuse pools, `give all` and command suggestions, and grants refuse them. Ownership is untouched, so they return unchanged when the pack does. `hideUnavailableSkins` turns it off. **Changed** * A skin file picks its base item from whichever `base_*` key it uses, so the next addon is a table entry rather than a new code path. * The Armory groups everything that is not a gun into its own section, attachments and addon items together. * The wiki went from 13 pages to 11, and the next addon extends a table there instead of adding another page. **Fixed** * Thin models no longer flicker in the Armory preview. The podium drew both sides of every surface, so on a knife blade the front and back sat at the same depth. * `/mcpskins give skin` checks the id now. It used to accept anything and quietly put a dead entry in a player's unlocks. * Syncing skins to a fake player no longer throws, which used to take down whatever was walking the player list. * Using an unlock item sent the ownership sync packet twice.
release

TACZ: Advanced Skin System 1.1.0-neoforge-1.21.1

1.1.0-neoforge-1.21.1
8 сент. 2026 г.548Minecraft: 1.21.1neoforge
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v 1.1.0 Added Attachment skins. Scopes, grips and muzzles can be reskinned like weapons: model, icon and texture. A skin file points at one with "base_attachment" where it would say "base_gun". They show up in the Armory in their own section. Skin pack translations. Drop data/<namespace>/skin_lang/<locale>.json into a pack to translate skin names, descriptions and rarity labels. It's sent from the server, so players don't need the pack installed. Animated skin textures, using the same .png.mcmeta file a resource pack would use. PBR for shader users. Ship LabPBR maps as <texture>_n.png and <texture>_s.png and they stream to the client alongside the texture. Needs Iris or Oculus with a shader pack. A visual effect for fusing: the consumed items orbit in front of you, collapse, and the skin you rolled pops out. Changed The Armory is now three columns on a textured panel, and drops to a narrower layout at high GUI scales instead of crushing them. It's all nine-slice sprites, so a resource pack can reskin the screen. The refit carousel matches the Armory and sits in a tray sized to the skin count. Dropped the old rarity bars from the skin rows.
release

TACZ: Advanced Skin System 1.0.8-neoforge-1.21.1

1.0.8-neoforge-1.21.1
2 авг. 2026 г.1,2 тыс.Minecraft: 1.21.1neoforge
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# v 1.0.8 **Added** * Custom skin rarities. Drop a JSON file in `data/<namespace>/skin_rarities/` to add a new tier or replace one of the five built-ins — display name, color, sort order, fuse cost, and fuse targets are all configurable. Without a datapack the built-in tiers behave exactly as before. **Fixed** * Fixed a server crash on startup (NullPointerException) while loading rarities. The rarity registry built itself before its own built-in tiers existed, so world load failed outright. * Fixed the weapon-draw sound repeating with custom 3D model skins — when switching skins or weapons, and even while just browsing the Armory. Any asset finishing its download rebuilt every skinned weapon, and each rebuild replayed the draw animation. Previewing a skin no longer runs the draw sequence on the weapon in your hand either.
release

TACZ: Advanced Skin System 1.0.7-neoforge-1.21.1

1.0.7-neoforge-1.21.1
31 июл. 2026 г.91Minecraft: 1.21.1neoforge
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# v 1.0.7 **Changed** * Asset request retries now use exponential backoff with a single five-minute deadline instead of a fixed attempt cap. A slow or stuttering client no longer gives up on assets the server was perfectly willing to send. **Fixed** * Fixed the "detached hands" bug where a weapon rendered at its raw bind pose after switching skins in first person. Because a skin swap intentionally leaves the weapon's GunId untouched, the game never registered the held item as having changed and never reinitialized its animation state. Switching hotbar slots is no longer needed to recover. * Fixed weapon animations momentarily resetting after reloading resources with F3+T. This is a TACZ issue that reproduces without this addon installed, but it is now patched from our side: first-person animation state recovers on its own instead of requiring a slot switch. * Fixed a client crash (NullPointerException) when leaving a world while holding a skinned weapon, caused by an asset request being sent after the server connection had already closed. * Fixed custom geometry from one server silently carrying over to another. Injected models were never removed on disconnect, so reconnecting elsewhere kept displaying the previous server's geometry while reporting success. * Fixed skins permanently failing to load after ordinary client stutter. Asset requests are driven by the render loop, so a few multi-second hitches (chunk loading, shader compilation, GC pauses) were enough to exhaust the retry limit and blank a skin for the rest of the session. * Fixed disconnecting mid-download breaking the next session. A reply arriving after leaving a world could mark an asset permanently missing, so the next server would never even request it. * Fixed dead texture registrations accumulating for every asset of every server visited during a session.
release

TACZ: Advanced Skin System (NEOFORGE) 1.0.3-neoforge-1.21.1

1.0.3-neoforge-1.21.1
25 июл. 2026 г.165Minecraft: 1.21.1neoforge
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# v 1.0.3 ## Added - Skins can now override the HUD icon (the weapon silhouette shown bottom-right of the screen), plus a separate variant for when the magazine is empty. - Skins can now override TACZ's separate distance/third-person model (LOD): its texture, its full geometry, or both, independent of the close-up model. ## Fixed - Hardened HUD icon patching so a failure there can no longer also revert a skin's texture/icon overrides on the same weapon.
release

TACZ: Advanced Skin System (NEOFORGE) 1.0.2-neoforge-1.21.1

1.0.2-neoforge-1.21.1
23 июл. 2026 г.22Minecraft: 1.21.1neoforge
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## Skin packs now use one unified format Previous versions loaded skins from a separate resource pack + datapack pair, which meant you needed a world already created before the datapack half could even be enabled. Skin packs are now self-contained: drop a folder or `.zip` into the new `mcpskins` folder (it appears next to `mods` and `saves`) and it's loaded automatically as both assets and data. No resource pack menu, no editing a world's data packs, no `pack.mcmeta`. **Old-format skin packs (separate resourcepack + datapack) will not load with this version.** To update one, merge its `assets/` and `data/` folders into a single folder and drop that into `mcpskins/`. Full layout and examples: [wiki link]. The wiki has been rewritten for this format only. It no longer documents the old resourcepack/datapack setup, so if you stay on an older mod version, its install steps won't match the current wiki.