All entity model textures are aligned in a specific order, and the front, side and back textures are always rightside up. In the chest texture the front, side and back sides are flipped upside down.
Also the entity/chest/chest_right.png texture changes the left side of a double chest and the entity/chest/chest_left.png texture changes the right side of the chest.
It is painful to update the texture from the old format and there is no reason for this.
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This is intentional.
Changed texture map for all chests
https://www.minecraft.net/en-us/article/buzzy-bees-out-now-in-java
I would like to Request review of this issue and it's "Working as Intended" resolution.
Currently Behavior is Inconsistent
Current UV is not comparable, or consistent to any other entity UV that currently exists
All other texture maps in the game follow same principle for which texture face goes where on the UV map. In order from top left-most face to the bottom right-most face, the order is always "top, bottom, right, front, left, back". Comparing this to the chest, you have "bottom, top, left, back, right, front" which is almost entirely inverted to the standard UV map.
Chests boats use a 'proper' UV map for their chests
(I add this reason understanding that new behavior does not equate to inconsistency to old features, but I feel as though it is a very important note at least)While the boat chests are not animated like the block entity, it is still important to note that the standard UV map layout was preferred for the chests on the boat rather than the chest's UV map.
The current chest UV map has lead to issues such as MC-265457 being created which see the chest boat's chest texture as being inconsistent to the regular chest UV map. If this is true, and should be fixed, the solution ultimately becomes making the chest boat's UV map arguably of a lesser quality for no real benefit other than consistency.
The current UV map negatively impacts resource pack artists and modders
It is confusing / unintuative to veiw & change
Considering it does not follow the standard practice for UV maps, resource pack artists and modders often need to figure out how the chest UV map even works before being able to make changes to it due to how out of order it is.
As shown by this gif attached to the issue by @unknown, the chest wrapping & unwrapping arguably does not make any sense to an average observer:
[media]
It is incredibly time consuming to modify
Currently it takes a much longer time and much harder effort to make any changes or modifications to the UV as each texture face of the chest must be individually flipped both vertically, and horizontally, to get the expected results for the texture in a pack or mod. (Bearing in mind, this has to be done for 10 different chest textures. These are the normal, left, and right textures for the chest and trapped chest, and then one extra for the ender chest).
It cannot be reasonably created or modified all at once
The chest UV map effectively needs to be changed once single face at a time because of how each face needs to be inverted horizontally and vertically. This creates a lot of redundancy in having to tweak small sections of the texture only to then invert them.
Ultimately, I am of course unsure how or why the chest textures were changed to this new UV model back in 1.15, but I would argue there is much benefit to be had in reconsidering this behavior for many people. This would also almost certainly require changing/fixing the lid animation on the chest as the block model would have to be changed.
I second the review request.
Reason of actual commenting: I'd like to point out that the description of this report makes a mistake:
Also the entity/chest/chest_right.png texture changes the left side of a double chest and the entity/chest/chest_left.png texture changes the right side of the chest.
While, yes, from your perspective facing the chest that is the case, it follows the block state, which is from the perspective of the chest. These lines should be removed/discarded if this ticket gets reopened/reviewed.
I don't see the problem, it still appears fine.