Applied Energistics 2

Applied Energistics 2

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Texture/Model cleanup

yueh opened this issue ยท 1 comments

commented

The current folder/json structure for models and textures is not following some common conventions.

Examples:

  • Texture aliases inside terminal models are named in various different ways like front_bright, lightsBright, or l1
  • Some textures are scattered all over the place, like some textures for the same part/item/block are located in textures/parts and textures/items

This should be changed for 1.13 to follow some basic principles.

  • Avoid duplicate textures/models at all costs. Some parts/blocks/items use different models with different textures, which actually are just copied around. E.g. the crafting terminal.
  • Aliases for an equal layer/part mode/etc should always follow the same name. E.g. layer_bright for terminals.
  • Models with more than 2 textures should ideally reside in their own folder otherwise at least group by the next higher feature level. E.g. models/parts/buses.
  • Textures for the same feature should be grouped together. E.g. everything crafting terminal related in textures/parts/terminals/crafting
  • Exception for grouped assets can be commonly shared one like channel indicators should reside in an appropriate folder. E.g. textures/parts/shared. This might be tentative depending on how much freedom we can/want give to resource packs.
commented
  • Keep an eye out for forge/minecraft changes. I would really like to rip out our glowing texture hack.