Hardcode the particle
The default texture is hardcoded and making that settable per-block would be a big pain. Just hardcode it.
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@@ -51,9 +51,7 @@ If possible, I don't recommend making a wholly *new* json model. If you have an
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"north": "templates:templates_special/north",
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"south": "templates:templates_special/south",
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"west": "templates:templates_special/west",
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"east": "templates:templates_special/east",
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"particle": "minecraft:block/scaffolding_top"
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"east": "templates:templates_special/east"
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}
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}
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```
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@@ -70,7 +68,7 @@ If you have a shape in mind that can't be represented with a json model (like a
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We will construct a `RetexturedMeshUnbakedModel`. You need two things - the ID of a parent model, and a `Supplier<>` of a `Mesh` to retexture.
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Ideally, the parent model should have a parent of `block/block`, or at least define *some* non-default rotations (smokey the bear voice *Only You Can Prevent Weirdly Rotated First-Person Models*), set `"gui_light": "front"` (lest the item model look weird), and define a particle texture. You should use a json model for this, but keep in mind that no quads will be read from the json model - it's only used to source all the miscellaneous `BakedModel` options.
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Ideally, the parent model should have a parent of `block/block`, or at least define *some* non-default rotations (smokey the bear voice *Only You Can Prevent Weirdly Rotated First-Person Models*) and set `"gui_light": "front"` (lest the item model look weird). You should use a json model for this, but keep in mind that no quads will be read from the json model - it's only used to source all the miscellaneous `BakedModel` options.
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When building the `Mesh`, if you want a face to be dynamically retextured, `.tag()` it with the `.ordinal() + 1` of the `Direction` it corresponds to, and give the face UV coordinates ranging from 0 to 1. (For example, if you tag a face with `3` (`Direction.NORTH.ordinal() + 1`), it will be retextured to the north side of the template's theme.)
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