Custom Armor Models - Architecture Pivot
After several days of experimentation, we made a critical architectural decision for **Legends Untold's** custom armor rendering system.
Key Updates
Abandoned BlockBench model mapping approach after multiple failed integration attempts with resource pack compatibility.Pivoted to direct JEM (JSON Entity Model) implementation using Optifine's schema for seamless resource pack support.Starting implementation of internal JEM data structure with Model, Parts, and Cubes components.Building parser for Optifine-compatible entity model format.Adding Mithril armor set as first custom model implementation.What's Next
Complete JEM parser implementation for Optifine schema compatibility.Integrate Mithril armor model into rendering pipeline.Test resource pack compatibility and fallback behavior.Expand system to support additional custom armor sets.This approach ensures better compatibility with existing Minecraft resource pack standards while maintaining full control over the rendering pipeline.