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Armourers Workshop WikiDocumentation › Armour File Format

Armour File Format

Info

Please remember java uses big endian byte order!

All strings start with an unsigned short that holds the string length in bytes.

Main File

Data Type Name Example Note
int file version 13
ascii-string skin header AW-SKIN-START
ascii-string properties header PROPS-START
properties skin properties see below for formatting
ascii-string properties footer PROPS-END
ascii-string skin type header TYPE-START
utf8-string skin type registry name armourers:head see skin types
ascii-string skin type footer TYPE-END
ascii-string skin paint header PAINT-START
boolean have paint true
2048*int
only if have paint was true
rgbt pixel data true first 3 bytes are rbg last byte is for paint type
ascii-string skin paint footer PAINT-END
int skin parts count 3
for each skin part
skin-part skin part see below for formatting
ascii-string skin footer AW-SKIN-END

Skin Properties

Data Type Name Example Note
int properties count 3
for each property
utf8-string property key authorName
byte data type 0 0 = string (utf8), 1 = int, 2 = double, 3 = boolean
type from last byte property value RiskyKen

Skin Part

Data Type Name Example Note
ascii-string skin part header PART-START
ascii-string skin part registry name armourers:legs.left
int skin cubes count 500
for each skin cube
byte cube id 0 see cube types
byte x 0 x position relative to part origin
byte y 0 y position relative to part origin
byte z 0 z position relative to part origin
for each cube side cubes have 6 sides! 😮
byte red 0
byte green 0
byte blue 0
byte paint type 0 see paint types
int marker count 1
for each marker
byte x 0
byte y 0
byte z 0
byte face 0
ascii-string skin part footer PART-END