ModelSuffix Texture Bug: Overrides Fail With Multiple Models

by Luna Greco 61 views

Introduction

Hey guys! Today, we're diving deep into a quirky bug related to modelSuffix and texture overrides in the world of Minecraft custom entity models. This issue, kinda similar to #364, can cause some unexpected behavior when you're trying to get your textures just right. Let's break down the problem, explore the workarounds, and see where things go sideways. We'll be using a casual and friendly tone, so stick around and let's figure this out together!

The Initial Problem: Texture Override Woes

So, the main challenge here is getting textures to behave as expected when using different models. Imagine you're trying to create unique variants of a villager, each with its own special texture. The idea is to use modelSuffix to match the cape part to the correct texture, instead of relying on the main texture. This approach should allow you to have different textures applied to the cape based on the villager model.

Workaround Attempt: Unique Models for Textures

To tackle this, the initial thought was to create distinct models, each with a unique main texture override. This way, the cape part would match the modelSuffix and apply the corresponding texture. And guess what? In some configurations, it actually works! Let's look at a successful example:

Successful Configuration Example

Here's a setup that gets the job done:

Villager.properties

models.2=   2 3 4 5
weights.2=  1 1 1 1

models.3=   2 3 4 5
weights.3=  1 1 1 1
nbt.3.SleepingX=exists:true

Cape.properties

modelSuffix.1=5
skins.1=1
modelSuffix.2=2
skins.2=2
modelSuffix.3=3
skins.3=3
modelSuffix.4=4
skins.4=4

In this setup, the cape textures correctly match the villager models, giving each villager a unique look. It's a victory, but the saga doesn't end here!

Another Win: Limiting Models

Now, let's dial it back a bit. If you set the cape.properties to only use model 5 for the villager, it still works as expected. Here’s how:

Cape.properties

modelSuffix.2=5
skins.2= 1 2 3 4
weights.2=  1 1 1 1

So far, so good. But here's where things start to get a little dicey.

The Plot Thickens: When Things Go Wrong

The real head-scratcher emerges when you try to use models 2 and 5 for the villagers together. This is where the modelSuffix system seems to stumble. The cape ends up getting only one color per model, which is definitely not what we want. It's like the system is picking favorites and ignoring the full range of textures.

The One-Color-Per-Model Issue

Here's the problematic setup:

Cape.properties

modelSuffix.2=5
skins.2=  1 4
weights.2=  1 1 

modelSuffix.3=2
skins.3= 2 3
weights.3=  1 1 

In this case, the cape only gets one color per model. Not ideal, right?

Attempting Randomness: More Quirks

Okay, let's try to throw some randomness into the mix! What if we set the cape.properties to randomly select from four colors for both models? Surely, that should work... Nope! The cape still only applies two colors per model. It seems like the system is struggling to handle the full range of options when multiple models are involved.

Cape.properties

modelSuffix.2=5
skins.2=  1 2 3 4

modelSuffix.3=2
skins.3= 1 2 3 4

It's like the textures are playing a game of musical chairs, and some are always left out. This definitely highlights a bug in how modelSuffix handles multiple models and texture variations.

Visualizing the Problem

To really grasp what’s happening, let's look at the provided images. These visuals clearly show how the cape textures are getting stuck with only one or two colors per model when they should be displaying a wider range. It’s a classic case of seeing is believing!

[Image of the issue with multiple models and limited colors]

[Image of the successful configuration with a single model]

Diving Deeper: The Technical Details

So, what's going on under the hood? It appears the modelSuffix system isn't correctly handling the selection of textures when multiple models are in play. It might be a caching issue, or perhaps the texture selection logic isn't properly accounting for the different model suffixes. Whatever the reason, it's clear that there's a hiccup in the process.

Pack for Testing

For those of you who are feeling adventurous and want to dive in to help debug, here’s the pack used for testing:

models villagers.zip

Feel free to download it, tinker around, and see if you can uncover any more clues!

Side Note: Suffixes and Layers

There’s also a side note related to issue #363. It seems that using a modelSuffix different from 1 can cause layers not to display at all. This was tested on version 1.21.1 with only EMF/ETF (from the latest dev builds on Discord). So, it’s another piece of the puzzle that needs some attention.

Potential Causes and Solutions

Let's brainstorm some potential causes and solutions for this bug. It could be:

  1. Caching Issues: The textures might be getting cached incorrectly for different models.
  2. Logic Errors: The texture selection logic might not be correctly handling multiple models and their suffixes.
  3. Weighting Problems: The weighting system for texture selection might be skewed when multiple models are used.

Some potential solutions might include:

  • Clearing Texture Cache: Implement a mechanism to clear the texture cache when models change.
  • Reviewing Selection Logic: Thoroughly review and refactor the texture selection logic to ensure it correctly handles multiple models.
  • Debugging Weights: Investigate the weighting system to ensure it’s functioning as expected.

Conclusion: Let's Fix This Together!

Alright, guys, we've dissected the modelSuffix bug, seen it in action, and brainstormed some potential solutions. It’s clear that there’s some wonkiness going on when dealing with multiple models and texture overrides. But with a bit of collaboration and some clever debugging, we can squash this bug and make the world of custom entity models even more awesome!

So, what are your thoughts? Have you encountered this issue before? Do you have any insights or ideas on how to fix it? Let's keep the discussion rolling and work together to make things better. Happy modding!