Using Oraxen
Oraxen manages custom items, models and the resource pack. Like with ItemsAdder, VehiclesPlus needs no special Oraxen integration — every part is a vanilla item + custom model data, so you let Oraxen create the model and then reference the material and number it uses.
Blockbench model → Oraxen item config (Pack section) → Oraxen assigns material + custom_model_data
→ you put those in the VehiclesPlus part
Steps
-
Model your vehicle (or each part) in Blockbench — see the Blockbench guide.
-
Create an Oraxen item with a
Packsection pointing at your model. A typical Oraxen item:example_car:
material: LEATHER_BOOTS
Pack:
generate_model: true
model: default/examplecar
textures:
- default/examplecar
custom_model_data: 1Then run
/oraxen reload packso Oraxen builds and serves the pack. See the Oraxen item docs. -
Note the
materialandcustom_model_datafrom that Oraxen item. -
Reference them in your vehicle model:
item: {
material: LEATHER_BOOTS # the Oraxen item's material
custommodeldata: 1 # the Oraxen item's custom_model_data
color: { red: 255, green: 255, blue: 255 }
} -
Run
/vm reload <id>and spawn the vehicle.
Things to watch
- Use a leather material for parts you want VehiclesPlus to recolor — set
material: LEATHER_BOOTS(orLEATHER_CHESTPLATE/LEATHER_HELMET) in the Oraxen item and give the model a tint, soavailableColors/ the paint bucket work. - Set
custom_model_dataexplicitly in the Oraxen item (as above) rather than letting it auto-assign, so the number stays stable across pack rebuilds and your vehicle keeps its model. - Players need the Oraxen pack — Oraxen serves it automatically.
- Engine sounds: VehiclesPlus reads sound lengths from the pack at
resourcePackUrl. When Oraxen hosts your pack, include the VehiclesPlus engine sounds in it, or set eachdurationmanually in the model.