ArdaNPCs WIKI & GUIDES
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Guide 03 1.1.0

Appearance, skins and models

Set a humanoid skin and cape, import your own PNGs, and choose an entity model from Minecraft or an installed mod.

Choose an appearance type

ArdaNPCs 1.1.0 offers a humanoid body with a skin and cape, or the appearance of another registered entity. Editing requires operator permission level 2 or higher. Open the chosen NPC in the editor, for example through /ardanpcs manager.

Your goalWhere to start
A humanoid with a custom skin and capeKeep the default humanoid in Models. Open the detailed skin and cape panel from Appearance.
An NPC that looks like another mobOpen the entity model picker in Models.

A humanoid skin or cape does not retexture a selected mob model. An entity model uses its own renderer for the body. Names, titles, dialogue and quest markers remain part of ArdaNPCs.

Use a player name or UUID

  1. In the detailed appearance panel, select Skin: player (name / UUID).
  2. Enter a valid Minecraft player name or UUID. UUIDs with or without hyphens are accepted.
  3. Click Look up player and wait for the result.
  4. Check the preview. This source selects standard or slim arms from the verified profile.
  5. Click Save appearance and wait for confirmation.

The NPC stores a profile snapshot. A later skin change by the real player does not automatically update the NPC. Look up the player again and save to refresh it. Player skin lookup does not select a cape; configure the cape separately.

If you change the name or UUID while a lookup is pending, look up the new query. A failed lookup or unavailable service does not replace the previously saved skin with an invalid result.

Import your own PNG from the server

Use server import for your own skin or cape. Place files in config/arda_npcs/import_textures/ inside the profile that runs the server. In singleplayer, use the relevant Minecraft instance profile.

config/arda_npcs/import_textures/guard.png
config/arda_npcs/import_textures/royal_cape.png
FileAccepted dimensionsMaximum size
Skin64 × 64 or the legacy 64 × 32 pixel layout256 KiB
Cape64 × 32 pixels using the standard cape layout256 KiB
  1. Select Source: server import for the skin or cape.
  2. Click Choose server PNG.
  3. Select the file. Refresh the list if you have just added it.
  4. Confirm the selected import and wait for validation to finish.
  5. Check the preview and click Save appearance.

Use simple names such as guard.png or royal_cape.png, with ASCII letters, digits, underscores and hyphens. Do not enter a full path or subdirectories. The file must contain actual PNG data; renaming a different format to .png is not enough. Imports do not accept files through symbolic links or junctions.

The import creates a world copy at <world>/data/ardanpcs/appearance-assets/<sha256>.png. It does not delete or overwrite the source PNG. Clients receive imported textures from the server and do not need to copy them manually. Many different textures may load gradually.

If you edit the original image, import it again and save the appearance. Previously saved NPCs and templates keep using the earlier copy. Preserve the appearance-assets directory when moving the world.

Bundled patterns, resource packs and URLs

  • Bundled skin: select this source and cycle through the supplied patterns.
  • Humanoid arms: for sources other than a player profile, choose standard or slim arms to match the texture.
  • Cape: switch it off, choose a bundled pattern, or use an import, resource pack or URL.
  • Resource pack: enter a texture identifier such as my_pack:textures/entity/guard.png. Its pack location is assets/my_pack/textures/entity/guard.png. Clients must have that texture available; this option does not browse computer files.
  • URL: use a direct public address for the appropriate PNG texture. Addresses are validated, and cape URLs require HTTPS. External hosting availability affects image loading. Use server import for your own files that should travel with the world.

Finish each change with Save appearance. If another administrator has changed the same NPC in the meantime, the panel reports a conflict. Review your draft before saving again.

Use a Minecraft or modded entity model

  1. Open the Models tab and its model picker.
  2. Search by name or full namespace:entity ID, such as minecraft:zombie.
  3. Select an entry and inspect the preview. Clicking a list entry changes the selection only.
  4. Choose the entity's default dimensions or manual sizing.
  5. Click the button to apply the selected model.
  6. Then save the changes in the main NPC editor. Applying the picker selection does not save the entire NPC.

The list comes from the entity registry of the installed mods. Technical entities such as projectiles, displays, boats and minecarts are hidden, as are ArdaNPCs' own entity types. An ID existing in the registry does not guarantee that its model can be created and rendered.

The mod supplying the entity and its renderer must be present in the corresponding server and client installations. This picker does not import standalone Blockbench files or arbitrary 3D models.

Model size and hitbox

Use entity size takes the default width and height from the selected entity type's registration. In manual mode, the rendered model scale and hitbox dimensions can be adjusted separately.

Manual settingRange
Model scale0.05–20
Hitbox width0.1–6 blocks
Hitbox height0.1–12 blocks

When an entity model is active, the Models tab controls its size. The humanoid scale set in Appearance is not multiplied onto it again. After a change, check interaction reach and movement through doorways; a wide or tall hitbox changes the space available to the NPC.

What is transferred, and what needs checking

ArdaNPCs renders a client-side helper entity through that entity's registered renderer. It mirrors general position, rotation, pose, limb movement, hand swing and equipment. The helper is not spawned into the world and does not run its own normal entity ticks.

The NPC keeps ArdaNPCs AI and systems. Choosing a model does not copy the original mob's abilities, flight, special attacks or behaviour. A dragon appearance does not by itself let the NPC fly or breathe fire.

Custom renderers and animations may require additional state or ongoing entity ticks. There is no blanket guarantee for all animations and no universal GeckoLib integration. Check the specific entity while idle, walking, attacking, equipped and viewed by another client. The editor preview supports living entities and does not prove every runtime state.

If a model cannot be created or rendered, ArdaNPCs falls back to its default humanoid appearance. For a missing model, continue with appearance troubleshooting.