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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

  1. Model your vehicle (or each part) in Blockbench — see the Blockbench guide.

  2. Create an Oraxen item with a Pack section 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: 1

    Then run /oraxen reload pack so Oraxen builds and serves the pack. See the Oraxen item docs.

  3. Note the material and custom_model_data from that Oraxen item.

  4. 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 }
    }
  5. 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 (or LEATHER_CHESTPLATE/LEATHER_HELMET) in the Oraxen item and give the model a tint, so availableColors / the paint bucket work.
  • Set custom_model_data explicitly 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 each duration manually in the model.