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[Issue] Geometries in "blocks" folder on bedrock fail to load textures when referenced by non-block resources
Description
When trying to open a geometry in the blocks folder of a bedrock resource pack, resolution of textures applied by attachables and entities fail.
Reproduction
- Unzip the attached pack
- Attempt to open any model, such as
models/blocks/gmdl_14
- Observe that no textures load for the model, despite the texture
textures/geyser/geyser_custom/1
being referenced in attchableattachables/geyser_custom/gmdl_14.attachable.json
- Observe the following error in console:
bedrock.js:408 Error: ENOENT: no such file or directory, open 'C:\manifest.json'
at Object.openSync (node:fs:585:3)
at Object.func [as openSync] (node:electron/js2c/asar_bundle:5:1812)
at Object.readFileSync (node:fs:453:35)
at e.readFileSync (node:electron/js2c/asar_bundle:5:9160)
at BedrockBlockManager.getBlockFile (bedrock.js:352:46)
at BedrockBlockManager.initBlock (bedrock.js:406:29)
at parseGeometry (bedrock.js:729:66)
at Codec.parse (bedrock.js:1050:4)
at Codec.load (bedrock.js:922:8)
at loadIfCompatible (io.js:69:12)
- Rename
models/blocks
to an arbitrary name, such asmodels/geyser
- Close and reopen the model
- Observe that the texture is now automatically loaded correctly
- Observe that there are no errors in console
Model Format
Appears to be related to the fact that anything loaded in the blocks folder is automatically loaded as a Bedrock Block, though these geometries can also be used by entities and attachables.
Blockbench Version
4.3.1, Desktop
OS
Windows 11
Just realized I forgot the attachment... will upload when I have access to my computer. Apologies xD
Here you go geyser_resources_cc.zip
That is definitely intended, but I see why you would like it to load from attachables and entities as well.
It would just be difficult to achieve, since the block folder is the only indication that a model should be loaded as a block model and generally that's correct.
I guess perhaps some sort of global setting that is off by default and overrides the format? I can see why just adding a prompt would waste people's time in the majority of cases.
How about opening the entity or attachable file automatically opens the model as an entity?
That would be cool and would actually solve other issues (e.g. less texture picking when a geometry is reused by multiple entity definitions).