Okay, so I'm trying to update Storage Drawers to 1.8, and the more I poke at the model system, the more utterly depressed I'm getting.
Ostensibly, I want to actually use the model system for the drawers, because I think texture artists actually have a good reason to modify the models. But I need metadata bits for wood style and direction, and that totals 5-6 bits. From what I can see, Forge uses IUnlistedProperties, but from that point the rabbit hole gets deep and dark.
It is unclear to me, but is it possible to process a BlockState file with a combination of listed and unlisted blockstate properties? Essentially, wrap it up in some thin ISmartBlockModel, and avoid reimplementing huge swaths of the model system?
The few examples I can find dealing with ISmartBlockModels look horrible. If that's the path I have to go, well I have a private RenderBlocks implementation in my 1.7 mods already, and if I can subvert the model system entirely, all I need is access to a tessellator and a place to run it.
Ostensibly, I want to actually use the model system for the drawers, because I think texture artists actually have a good reason to modify the models. But I need metadata bits for wood style and direction, and that totals 5-6 bits. From what I can see, Forge uses IUnlistedProperties, but from that point the rabbit hole gets deep and dark.
It is unclear to me, but is it possible to process a BlockState file with a combination of listed and unlisted blockstate properties? Essentially, wrap it up in some thin ISmartBlockModel, and avoid reimplementing huge swaths of the model system?
The few examples I can find dealing with ISmartBlockModels look horrible. If that's the path I have to go, well I have a private RenderBlocks implementation in my 1.7 mods already, and if I can subvert the model system entirely, all I need is access to a tessellator and a place to run it.