Hello, I'll take a stab at convincing you: I run a plugin that takes advantage of resource packs that lets people use attachments on weapons, but there is a mix of systems... We use CMD 1-999 to specify the base model for each weapon, then we had powers of 10 for actions/skins/attachments.
For example, we add +1000 if you left click, +2000 if you are sprinting.... Then we add +10000 for cosmetic skin, +20000 for a different skin... and we keep going. This doesn't require the mentioned 16gb of RAM since it leaves space for more skins, actions, and more. Of course, it would be better to use a binary format instead so we don't use such big numbers, but it quickly makes your resource pack .json files nearly impossible to modify without breaking.
Custom Model Data deserves to be revisited to fix 2 major bugs:
This (using floating point numbers)
MC-158872 (Making large resource packs easier to format)
Hello, I'll take a stab at convincing you: I run a plugin that takes advantage of resource packs that lets people use attachments on weapons, but there is a mix of systems... We use CMD 1-999 to specify the base model for each weapon, then we had powers of 10 for actions/skins/attachments.
For example, we add +1000 if you left click, +2000 if you are sprinting.... Then we add +10000 for cosmetic skin, +20000 for a different skin... and we keep going. This doesn't require the mentioned 16gb of RAM since it leaves space for more skins, actions, and more. Of course, it would be better to use a binary format instead so we don't use such big numbers, but it quickly makes your resource pack .json files nearly impossible to modify without breaking.
Custom Model Data deserves to be revisited to fix 2 major bugs:
This (using floating point numbers)
MC-158872 (Making large resource packs easier to format)