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Condense textures related to standard storage cells and drive cell models #8328

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@62832 62832 commented Jan 13, 2025

For the sake of removing redundancy, and because this is already being similarly done for portable cells, it may not be a bad idea to try and condense textures relating to standard storage cells, and also those for the models of all cells as they appear within an ME Chest or Drive. This PR splits apart those relevant textures in order to encourage add-on developers to reuse the textures provided by the base mod without needing to provide their own set of redundant textures to over-populate any atlases with.

The textures for standard cell items have been split apart such that the item models for cells are now composed of just the individual housing texture (depending on the cell's key type), the LED texture as normal and now an extra texture for the coloured strips indicating the tier of the cell. This brings down the total number of cell item textures in AE2 itself from 13 (housings, individual cells and creative cell) to only 8 (housings, tier colours and creative cell), but also means that add-ons implementing their own cell types can reduce their textures down to just one new texture for their dedicated housing, with the tier colours for individual cell models able to be provided by AE2 itself.

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For drive cell models, the existing texture used for all of them has been split apart into a texture for the individual housing types (along with the individual Creative cell) and another texture for the associated tier colours. This split doesn't necessarily improve space efficiency as mentioned early on relating to texture atlases, but may still be useful for add-ons looking to take advantage of reusable textures and resource packs looking to add integration with said add-ons without needing too many more redundant textures.

image

Models for drive cells have now also been moved to data generation to demonstrate how add-ons may also do the same if deciding to take the composed model approach.

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