mojira.dev

I am a new resource pack creator and I have looked at the snapshots for 1.9 and noticed the clock and compass textures have become more difficult to edit. As you may know the clock texture is or was 16x1024 (compass 16x512) which was easy to edit in a single file. But now with the clock having 60+ files to edit and the compass having 30+ it is very annoying to open and close that many files just for 2 items.

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Yes, that is the cost of making it not a horrible hacky exception in our codebase and letting people define it properly through data.

Oh ok I understand now, it sucks but I will live. thanks for your help

If you could add texture support to predicates I think it'd really help making it easier yet not hardcoded.

For instance, a clock predicate would turn from this:
{ "predicate": { "time": 0.0078125 }, "model": "item/clock_01" },
To this:
{ "predicate": { "time": 0.0078125 }, "model": "item/generated", "textures": {"layer0": "items/clock_01"}},

In default, the end result would be 63 less needed model files, returning clocks/compasses back to clock.json and compass.json respectively, but without a hardcoded animation.

If you could do the same with blockstate files, that'd also make things easier for similar reasons, also cutting down on files/data when reusing the same model with a different texture (like backend technical files or random textures).

Chris

Erik Broes

Unconfirmed

Minecraft 15w32a

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