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~The MCME Times~ #44/16

Discussion in 'Development Blogs' started by Finrod_Amandil, Nov 13, 2016.

  1. Finrod_Amandil

    Finrod_Amandil Head Designer
    Staff Member Head Designer Designer Donor Media Team

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    [​IMG]
    Opening statement


    Meh Forum crashes are annoying. So, first of all, the website downtime is of course the only reason why these Times are late (I even have to write a new opening statement because of it!!!).
    On a more serious note though, luckily we had no forum wipe as in 2014 (everything we ever posted was obliterated there) and thanks to @q220 who always keeps the MCME BUZZNEZZ up and running. (Ye.. that's the name of our super professional whatsapp group lol)

    So over the last week you have heard multiple times about new blocks, custom inventories and whatnot, all reported in a bit a messy way probably, and often not all information there would have been was written about. Thus I am trying to compensate that this week and put all you need to know about what Eriol the magician is working on backstage into this edition of the MCME Times.

    On another note, the contest for the Temple of Aulë in Moria's Chamber of Light is taking place right now! Sign up for a plot before it's too late! Contest - Chamber of Light Temple contest & Buildday!
    Whats Up?

    Project Progress


    Andrast (In Progress) - Lead: @jacenpeter

    As we've almost got used to, jacen has done amazing work once more this week, both in quality as well as quantity! A lot of sand has disappeared where you now find a nice long and wide valley with impressive cliffs to either side. New sand has appeared however on the slopes towards the Lefnui valley as well as in the North as high up as to the town of Udul!
    Belfalas (In Progress) - Lead: @Thijs1801

    @Kjolsen has taken over the lead to complete the town of Methrast and has at last built no incredibly amazing, expensive and intricate sewer system below the surface! With that done, one might think the location would be almost complete, but in fact there's still plans to build a gorgeous Lemon Tree near the shoreline, which probably will still take a couple months of planning and style concepts.
    Other than that I have not seen any major changes, blame my lazy butt that Beat is currently working on the Chamber of Light rather than continueing in Belfalas.
    Dol Amroth (In Progress) - Lead: @Eaglz24

    Fine terraforming on the cities' terrain has begun. Other than that, reasoned by the big upcoming changes to our Resource Packs, the styles developped for Dol Amroth are again somewhat open to changes and actual house building might be a bit delayed until all new textures have found there way into the pack.
    Lamedon (In Progress) - Lead: @_Luk

    The Lamedon staff team has retreated into the mountains and is giving the mountains south of Aldburg a direly required update with all the new knowledge we gathered since these mountains were first touched some years ago.
    Mordor Terrain (In Progress) - Lead: @Tyranystrasz

    I hope this is no secret news I've got here, but it reached my ears that even though the terrain Tyran modelled for Mordor already looked incredibly nice he still wants to take the time and incorporate the new skills he gained with WorldMachine and WorldPainter in the meanwhile, and start over with his project. Now, as the start date of Mordor is not pressingly near yet, there is no reason not to do that if Tyran wants to do so! I am very curious with what you plan to still amaze us!
    Moria (In Progress) - Lead: @Despot666 & @Finrod_Amandil

    Beat is doing amazing work on the Chamber of Light, I am absolutely not regretting that I laid it into his hands! As said above, the contest for the temple in it's center is running currently, make sure to participate and/or team up with someone else!
    Despot has thrown a critical eye on the automatic teleport plugin and suggested a change that will make it much easier to use. Also he had another incredibly fancy and genious idea, but I will not reveal that yet, I don't think you could handle the awesomeness of it.

    ...No, I'm really not gonna say what it was.
    Tolfalas (In Progress) - Lead: @Tyranystrasz

    No progress this week, Tyran is working on Mordor terrain.
    Valley of Erui (In Progress) - Lead: @Mandos

    From what I observed, no progress this week here.​

    Texture Development

    As announced in the opening, here all you need to know about our current technical endeavours.
    • Newly discovered blockstates.
      First of all, what is that, a "blockstate"? Simply put, the name is self-explaining: A blockstate is a specific state of a block. Now some block types are pretty boring and only appear in one state, for example the Gold Block. However other blocks appear in states that sometimes make a visual and sometimes only a technical difference which may not be visible. Here's some examples:
      - Stairs can face in four different directions, can be upside down or can be corner stairs. Each of these variants is a blockstate on its own.
      - If you put snow ontop of a grass block, the green part of the grass changes to white. This is also a standalone blockstate.
      - If you put down a cactus block in vanilla Minecraft it will eventually grow. In order to track how long it is ago since the cactus was placed the cactus gets older, it "ages". This change is not visible, it's only technical. But this means that a Cactus block exists in 16 different block states.
      - If you put two slabs ontop of each other they usually look the same as the respective full block. But both are unique block states.

      The clue now is that we can control the texture of every single blockstate independently, even if they look the same by default. However some blockstates are not stable and will change to other block states eventually. Using plugins however we can make some block states stable that would not be otherwise, for example we can prevent the Cactus block from aging and thus get 16 blocks that we can use instead of only one.

      The most promising blockstates we have not used so far are:
      - Mushroom blocks. You may know the giant mushrooms from vanilla minecraft. Every possible combination of which textures (stem texture, inner texture and outer texture) are applied to which face of the block are a unique blockstate. This gives us access to a total of 26 additional blocks.
      - Double Slabs and Seamless Double Slabs. As said, a block made by stacking two slabs looks the same as another block. That's one block wasted that we could use otherwise. All in all we could get up to 21 new blocks by that.
      - Cactus and Sugarcane. Each appear in 16 blockstates while only one is used each so far.
      - Doors: Doors appear in a powered and unpowered blockstate which, with some plugin support, allows us to have twice as many doors as by the means of vanilla. Ideas exist that we could use those as very thin walls. Another idea is doors that area actually bigger than two by one blocks, but are still openable. Here's Eriol's teaser pic on that:
      [​IMG]

      Many more single blocks also offer possibilities for new blocks.

    • Custom inventories.
      Alright, we have access to a ton of new blockstates now. But most of these don't appear in the creative inventory, so how should we get those into our hands? A simple way to do it is the /get command which is already in use. But if we start using all these blockstates things would get really impractical at some point. Thus Eriol is working on custom inventories. Using a quick command you'd open an interface that might some day look very similar to the creative inventory. And in there we can put all the blockstates we want and you can take it into your hotbar just as you would with the vanilla inventory.

    • New textures for Dol Amroth.
      Inspired by the above, _Luk and Beathaven have started compiling a large amount of new textures, mainly additions to sandstone structures. As the thing with the custom inventory is still underway, and we also need to have some discussions first how many new textures are reasonable, these won't be added just yet, but we hope we have this sorted once the terrain for new Dol Amroth is done.
      This is btw the reason why the scattered buildings at the Dol Amroth building site look so strange with the wool and stuff inside them.

    • Fixed block models.
      Eriol fixed some of the special blocks we are or will be using, such as adding a side face to the half doors and the beds, and also special things like the portal block and such.
      Half beds will be available soonish and can be used to build fancy couches!

    • Randomized textures.
      Another thing you might have heard before is randomized textures. This is the option to put multiple textures onto the same blockstate and when you place the block it picks one of the textures at random. This is great for terrain blocks like stone, grass, dirt or maybe also path blocks. Despot has already used this widely in the Dwarven Pack, you should pay attention to that when you visit Moria the next time!
      In the future we might expand a bit on this, the main hindering reason still is that we need someone to make the textures. So if you want to make a change to how MCME looks be sure to drop me a message that you'd like to try some texturing!

    • No-Physics Redstone exception.
      Something a bit different: No-Physics is something we use to have certain blocks in states in which they would be unstable in vanilly minecraft, e.g. an unlit Redstone torch without power source. If we put Redstone items on the No-Physics list however, it removes their functionality, so that for example Iron Doors (such as in Helm's Deep) don't work anymore. For that reason Eriol recently added a nice fix to the Architect plugin which allows to specify small regions with different No-Physics rules, such as loosened restrictions for redstone items.

    • Unified Resource Pack Structure (URPS).
      With all those big changes on the doorstep I want to revisit a project I came up with a while ago already. While there is no real improvement to the build quality or something it helps a lot on the back end, for me and everyone else who is working on changes to the Resource Packs.
      The main goals of URPS are:
      - Reduce blocks with identical properties with the same texture to one blockstate to gain more free blocks (e.g. Gondor Netherbrick and Mossy Cobblestone which are both white bricks).
      - Rearrange blocks so that they match their vanilla equivalents, as far as possible and sensible (e.g. put the Cobblestone texture in the Gondor pack onto the Cobblestone block).
      - Textures that are used across multiple packs shall occupy the same blockstates.
      - (Less priority) Assign textures so that their color matches with the block color on our dynmap. By that we might achieve that Minas Tirith actually looks white and Lothlórien no longer like the Candy Wonderland on the dynmap.

      As a first step of URPS I have kicked off the MCME Texture Recordal, where the goal is to note down which textures have been used in which locations. Everyone can help with this, currently locations for Eriador and Gondor can be worked on. Please follow the instructions in the matching thread, I plan on updating / expanding the guidelines soon to make the process a bit easier: The big MCME texture recordal
    So, that's about it what happens backstage these days! Big shoutout to all who are contributing to this, especially however @Eriol_Eandur who is realising ever oh so crazy wish we are coming up with.
    Plugin Development
    Animation Plugin (In Progress) - Dev: @Ivan1pl

    No news here. @Ivan1pl pl0x get to work, we're waiting for it since years!
    Plotbuild, Architect & Minigames (Implemented) - Devs: @Eriol_Eandur & @Ivan1pl

    Eriol is mainly working on the custom inventories and has created a Gondor development pack which shows a placeholder texture for every unoccupied blockstate. He's also working on finding ways to make more and more of the discovered blockstates stable and usable, for example through the No-Physics Redstone Exception tool described above, with which we can use Redstone in building without risks, and still not having to abandon the functionality of Redstone circuits.

    Rank Updates

    Mr. Fish aka @Credoo, after writing an extensive, four-page application and promoting his skills and qualities in a 3-week board meeting including me, q, Dyno, the Queen of England, Donald Trump and the Pope, was agreed upon to give him access to the Designer rank for a trial month with strict supervision. After that a global vote will decide whether he'll remain in this position. For this incredibly challenging phase we wish him all the best.​

    Media of the week

    As Media of the week I can present you a 4K screenshot taken at the Cinematic server a few weeks ago that I was too lazy to upload in the end :p
    [​IMG]
    The first one to guess right where this was taken gets a cookie.

    Upcoming

    Themed Build
    Themed Builds are weekly build events that serve to show off your building skills and/or help you to gain the skills required to get promoted to the Artist rank! All instructions on how to participate can be found in the thread linked below.

    This specific instance is a so-called project build which features a bigger project, and accordingly lasts for more than one week (you can anyway edit your builds even when the following one started already).

    Theme: Barad Eithel
    Duration: 3 weeks - 2 weeks left!

    Resource Pack: Gondor
    Link: #38/16 - [Project Build] Barad Eithel

    Closing statement

    [​IMG] . [​IMG] . [​IMG]
    [​IMG]
    Like our Planetminecraft page daily to help promoting MCME!​
     
    #1 Finrod_Amandil, Nov 13, 2016
    Last edited: Nov 15, 2016
    Bombur8, B_n, Darki and 8 others like this.
  2. Beathaven

    Beathaven Yellow flower puncher
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    More sarcasm please!
     
  3. Kjolsen

    Kjolsen Designer
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    y u do dis? :(
     
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  4. RubenPieterMark

    RubenPieterMark Dirt Conaisseur
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    This was added about a month ago!
     
  5. yourie98

    yourie98 Aspiring Commoner

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    Really cool closing statement
     
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  6. yourie98

    yourie98 Aspiring Commoner

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    Hollin ridge btw?
     
  7. Finrod_Amandil

    Finrod_Amandil Head Designer
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    Lel no sarcasm intended in the Belfalas bit :D I'm happy that there's no Mini-Moria below Methrast! And the Lemon Tree bit also was just because I was feeling silly right then.

    Okay then from now on the half beds will have proper faces in all sides, at least thats new (although the back face of a half bed is probably not very important lel)

    Thx :p

    *Hands over cookie*
     
  8. Despot666

    Despot666 Designer
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    I think its bad that even I forgot what it was xD
     
  9. Eriol_Eandur

    Eriol_Eandur Designer
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    But I know it, and I'm working on it :D
     
  10. _Drayz_

    _Drayz_ Yellow flower puncher

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    Are the different ticks on repeaters different block states?
     
  11. Finrod_Amandil

    Finrod_Amandil Head Designer
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    Yes, afaik theres one block state for each possible combination of tick setting, powered/unpowered and locked/unlocked, so theres a total of 4 x 2 x 2 = 16 blockstate for the repeater (maybe I missed a tag and there's even more)
     
  12. RubenPieterMark

    RubenPieterMark Dirt Conaisseur
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    I made two textures for them so far, one wooden plate with candles and another wooden plate with small drinking glasses. The problem is, that is changes the texture of stone slabs and all the other repeaters as well.
     
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  13. Eriol_Eandur

    Eriol_Eandur Designer
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    Repeater can be placed in facing north, south, west and east (4 states), they can be powerered or unpowered (2 states), and they may have 1,2,3,4 ticks delay (4 states). This makes 4x4x2 = 32 states. As a single block may not have more than 16 data values two blocks DIODE_ON and DIODE_OFF are used for redstone repeaters.

    The locked /unlocked state is not stored in a data value but calculated from ajacent blocks.

    I think that is not a problem. Just give me the block model and/or texture file and I will try to fix that.
     
  14. RubenPieterMark

    RubenPieterMark Dirt Conaisseur
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    redstone_torch_off.png:[​IMG]
    repeater_off.png: [​IMG]
    stone_slab_top.png: [​IMG]
    [​IMG]
    I also could not make a black pixel at the top, representing the fuse, because it made a black dot at all sides of the candles.
     
  15. Fireinferno13

    Fireinferno13 One of Us
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    Would it be possible to make them look more like melting candles? Because then you could place it in world as a "realistic" decoration.

    Also perhaps move this to the arts department of the forums?
     
    #15 Fireinferno13, Nov 17, 2016
    Last edited: Nov 17, 2016
  16. Eriol_Eandur

    Eriol_Eandur Designer
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    We can edit the model freely.

    For example I could copy the candle model (redstone torch) into this model.
     
  17. Finrod_Amandil

    Finrod_Amandil Head Designer
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    Yeah with the possibilities we now have we definitely can make these make look a lot more like torches.
     
  18. Eriol_Eandur

    Eriol_Eandur Designer
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    I thought about this a bit, here my ideas:

    First:
    It is simple to disconnect the redstone repeater block from the stone slab texture. This connection is made by the block model file minecraft/models/block/repeater_1tick.json. You will not find this file in our MCME rp's as they use the default file. To get these file go to .minecraft\versions\1.10.2 and open 1.10.2.jar with any zip progam. Extract the 'assets' folder into a new folder 'resourcepacks/default10.2/'
    Code:
    {
        "ambientocclusion": false,
        "textures": {
            "particle": "blocks/repeater_off",
            "slab": "blocks/stone_slab_top",
            "top": "blocks/repeater_off",
            "unlit": "blocks/redstone_torch_off"
        },
        "elements": [
            {   "from": [ 0, 0, 0 ],
                "to": [ 16, 2, 16 ],
                "faces": {
                    "down":  { "uv": [ 0,  0, 16, 16 ], "texture": "#slab", "cullface": "down" },
                    "up":    { "uv": [ 0,  0, 16, 16 ], "texture": "#top" },
                    "north": { "uv": [ 0, 14, 16, 16 ], "texture": "#slab", "cullface": "north" },
                    "south": { "uv": [ 0, 14, 16, 16 ], "texture": "#slab", "cullface": "south" },
                    "west":  { "uv": [ 0, 14, 16, 16 ], "texture": "#slab", "cullface": "west" },
                    "east":  { "uv": [ 0, 14, 16, 16 ], "texture": "#slab", "cullface": "east" }
                }
            },
            {   "from": [ 7, 2, 6 ],
                "to": [ 9, 7, 8 ],
                "faces": {
                    "down":  { "uv": [ 7, 13, 9, 15 ], "texture": "#unlit" },
                    "up":    { "uv": [ 7,  6, 9,  8 ], "texture": "#unlit" },
                    "north": { "uv": [ 7,  6, 9, 11 ], "texture": "#unlit" },
                    "south": { "uv": [ 7,  6, 9, 11 ], "texture": "#unlit" },
                    "west":  { "uv": [ 7,  6, 9, 11 ], "texture": "#unlit" },
                    "east":  { "uv": [ 7,  6, 9, 11 ], "texture": "#unlit" }
                }
            },
            {   "from": [ 7, 2, 2 ],
                "to": [ 9, 7, 4 ],
                "faces": {
                    "down":  { "uv": [ 7, 13, 9, 15 ], "texture": "#unlit" },
                    "up":    { "uv": [ 7,  6, 9,  8 ], "texture": "#unlit" },
                    "north": { "uv": [ 7,  6, 9, 11 ], "texture": "#unlit" },
                    "south": { "uv": [ 7,  6, 9, 11 ], "texture": "#unlit" },
                    "west":  { "uv": [ 7,  6, 9, 11 ], "texture": "#unlit" },
                    "east":  { "uv": [ 7,  6, 9, 11 ], "texture": "#unlit" }
                }
            }
        ]
    }
    

    The texture link is set in the fifth line
    Code:
          "slab": "blocks/stone_slab_top",
    You can change this to any other texture file already in the texture folder or even make a new texture 'textures/blocks/my_wooden_plate.png'. You can link to that file with
    Code:
          "slab": "blocks/my_wooden_plate",
    Second:
    Don't hesitate to make new block models with any block model editor. Custom 3D models don't affect server or client performace in a negative way as long as they don't have many polygons to be rendered. In fact all blocks have 3D models as you can see at the repeater file above. So for two candles on a wood plate I quickly took the pressure plate model, put your wood plate texture on it and inserted the unlit redstone candle model two times.
    Code:
    {   "parent": "block/thin_block",
        "textures": {
            "particle": "#texture",
            "texture": "blocks/custom/wood_plate",
            "0": "edit/stonebrick_mossy",
            "1": "edit/redstone_torch_edit",
            "2": "edit/redstone_torch_on"
        },
        "elements": [
            {   "from": [ 1, 0, 1 ],
                "to": [ 15, 1, 15 ],
                "faces": {
                    "down":  { "uv": [ 1,  1, 15, 15 ], "texture": "#texture", "cullface": "down" },
                    "up":    { "uv": [ 1,  1, 15, 15 ], "texture": "#texture" },
                    "north": { "uv": [ 1, 15, 15, 16 ], "texture": "#texture" },
                    "south": { "uv": [ 1, 15, 15, 16 ], "texture": "#texture" },
                    "west":  { "uv": [ 1, 15, 15, 16 ], "texture": "#texture" },
                    "east":  { "uv": [ 1, 15, 15, 16 ], "texture": "#texture" }
                }
            },
    
    
            {
                "name": "Base",
                "from": [ 4.0, 1.0, 6.0 ],
                "to": [ 8.0, 2.0, 10.0 ],
                "faces": {
                    "north": { "texture": "#0", "uv": [ 2.0, 9.0, 6.0, 10.0 ] },
                    "east": { "texture": "#0", "uv": [ 2.0, 10.0, 6.0, 11.0 ] },
                    "south": { "texture": "#0", "uv": [ 3.0, 9.0, 7.0, 10.0 ] },
                    "west": { "texture": "#0", "uv": [ 4.0, 10.0, 8.0, 11.0 ] },
                    "up": { "texture": "#0", "uv": [ 2.0, 8.0, 6.0, 12.0 ] },
                    "down": { "texture": "#0", "uv": [ 12.0, 9.0, 16.0, 13.0 ] }
                }
            },
            {
                "name": "Cube",
                "from": [ 5.0, 1.0, 7.0 ],
                "to": [ 7.0, 8.0, 9.0 ],
                "faces": {
                    "north": { "texture": "#1", "uv": [ 4.0, 8.0, 6.0, 15.0 ] },
                    "east": { "texture": "#1", "uv": [ 7.0, 8.0, 9.0, 15.0 ] },
                    "south": { "texture": "#1", "uv": [ 10.0, 8.0, 12.0, 15.0 ] },
                    "west": { "texture": "#1", "uv": [ 3.0, 8.0, 5.0, 15.0 ] },
                    "up": { "texture": "#1", "uv": [ 7.0, 8.0, 9.0, 10.0 ] },
                    "down": { "texture": "#1", "uv": [ 7.0, 8.0, 9.0, 10.0 ] }
                }
            },
            {
                "name": "Cube",
                "from": [ 5.0, 5.0, 9.0 ],
                "to": [ 6.0, 8.0, 9.399999991059303 ],
                "faces": {
                    "north": { "texture": "#2", "uv": [ 8.0, 8.0, 9.0, 11.0 ] },
                    "east": { "texture": "#2", "uv": [ 8.0, 8.0, 8.399999991059303, 11.0 ] },
                    "south": { "texture": "#2", "uv": [ 8.0, 8.0, 9.0, 11.0 ] },
                    "west": { "texture": "#2", "uv": [ 8.0, 8.0, 8.399999991059303, 11.0 ] },
                    "up": { "texture": "#2", "uv": [ 8.0, 8.0, 9.0, 8.399999991059303 ] },
                    "down": { "texture": "#2", "uv": [ 8.0, 10.0, 9.0, 10.399999991059303 ] }
                }
            },
            {
                "name": "Cube",
                "from": [ 5.0, 5.0, 6.600000008940697 ],
                "to": [ 6.0, 8.0, 7.0 ],
                "faces": {
                    "north": { "texture": "#2", "uv": [ 8.0, 8.0, 9.0, 11.0 ] },
                    "east": { "texture": "#2", "uv": [ 8.0, 8.0, 8.399999991059303, 11.0 ] },
                    "south": { "texture": "#2", "uv": [ 8.0, 8.0, 9.0, 11.0 ] },
                    "west": { "texture": "#2", "uv": [ 8.0, 8.0, 8.399999991059303, 11.0 ] },
                    "up": { "texture": "#2", "uv": [ 8.0, 8.0, 9.0, 8.399999991059303 ] },
                    "down": { "texture": "#2", "uv": [ 8.0, 10.0, 9.0, 10.399999991059303 ] }
                }
            },
            {
                "name": "Cube",
                "from": [ 4.600000008940697, 6.0, 7.0 ],
                "to": [ 5.0, 8.0, 8.0 ],
                "faces": {
                    "north": { "texture": "#1", "uv": [ 8.0, 8.0, 8.399999991059303, 10.0 ] },
                    "east": { "texture": "#1", "uv": [ 3.0, 8.0, 4.0, 10.0 ] },
                    "south": { "texture": "#1", "uv": [ 8.0, 8.0, 8.399999991059303, 10.0 ] },
                    "west": { "texture": "#1", "uv": [ 3.0, 8.0, 4.0, 10.0 ] },
                    "up": { "texture": "#1", "uv": [ 3.0, 8.0, 3.3999999910593033, 9.0 ] },
                    "down": { "texture": "#1", "uv": [ 3.0, 8.0, 3.3999999910593033, 9.0 ] }
                }
            },
            {
                "name": "Cube",
                "from": [ 7.0, 5.0, 7.0 ],
                "to": [ 7.399999991059303, 8.0, 8.0 ],
                "faces": {
                    "north": { "texture": "#1", "uv": [ 0.0, 8.0, 0.3999999910593033, 11.0 ] },
                    "east": { "texture": "#1", "uv": [ 0.0, 8.0, 1.0, 11.0 ] },
                    "south": { "texture": "#1", "uv": [ 0.0, 8.0, 0.3999999910593033, 11.0 ] },
                    "west": { "texture": "#1", "uv": [ 0.0, 8.0, 1.0, 11.0 ] },
                    "up": { "texture": "#1", "uv": [ 0.0, 8.0, 0.3999999910593033, 9.0 ] },
                    "down": { "texture": "#1", "uv": [ 0.0, 8.0, 0.3999999910593033, 9.0 ] }
                }
            },
            {
                "name": "Cube",
                "from": [ 7.0, 6.0, 8.0 ],
                "to": [ 7.399999991059303, 8.0, 9.0 ],
                "faces": {
                    "north": { "texture": "#1", "uv": [ 7.0, 8.0, 7.399999991059303, 10.0 ] },
                    "east": { "texture": "#1", "uv": [ 7.0, 8.0, 8.0, 10.0 ] },
                    "south": { "texture": "#1", "uv": [ 7.0, 8.0, 7.399999991059303, 10.0 ] },
                    "west": { "texture": "#1", "uv": [ 7.0, 8.0, 8.0, 10.0 ] },
                    "up": { "texture": "#1", "uv": [ 7.0, 8.0, 7.399999991059303, 9.0 ] },
                    "down": { "texture": "#1", "uv": [ 7.0, 9.0, 7.399999991059303, 10.0 ] }
                }
            },
            {
                "name": "Cube",
                "from": [ 5.699999995529652, 8.0, 7.700000010430813 ],
                "to": [ 6.199999988079071, 9.0, 8.200000002980232 ],
                "faces": {
                    "north": { "texture": "#1", "uv": [ 8.0, 7.0, 8.49999999254942, 8.0 ] },
                    "east": { "texture": "#1", "uv": [ 8.0, 7.0, 8.49999999254942, 8.0 ] },
                    "south": { "texture": "#1", "uv": [ 8.0, 7.0, 8.49999999254942, 8.0 ] },
                    "west": { "texture": "#1", "uv": [ 8.0, 7.0, 8.49999999254942, 8.0 ] },
                    "up": { "texture": "#1", "uv": [ 8.0, 7.0, 8.49999999254942, 7.499999992549419 ] },
                    "down": { "texture": "#1", "uv": [ 8.0, 7.0, 8.49999999254942, 7.499999992549419 ] }
                }
            },
    
            {
                "name": "Base",
                "from": [ 10.0, 1.0, 9.0 ],
                "to": [ 14.0, 2.0, 13.0 ],
                "faces": {
                    "north": { "texture": "#0", "uv": [ 2.0, 9.0, 6.0, 10.0 ] },
                    "east": { "texture": "#0", "uv": [ 2.0, 10.0, 6.0, 11.0 ] },
                    "south": { "texture": "#0", "uv": [ 3.0, 9.0, 7.0, 10.0 ] },
                    "west": { "texture": "#0", "uv": [ 4.0, 10.0, 8.0, 11.0 ] },
                    "up": { "texture": "#0", "uv": [ 2.0, 8.0, 6.0, 12.0 ] },
                    "down": { "texture": "#0", "uv": [ 12.0, 9.0, 16.0, 13.0 ] }
                }
            },
            {
                "name": "Cube",
                "from": [ 11.0, 1.0, 10.0 ],
                "to": [ 13.0, 6.0, 12.0 ],
                "faces": {
                    "north": { "texture": "#1", "uv": [ 4.0, 8.0, 6.0, 15.0 ] },
                    "east": { "texture": "#1", "uv": [ 7.0, 8.0, 9.0, 15.0 ] },
                    "south": { "texture": "#1", "uv": [ 10.0, 8.0, 12.0, 15.0 ] },
                    "west": { "texture": "#1", "uv": [ 3.0, 8.0, 5.0, 15.0 ] },
                    "up": { "texture": "#1", "uv": [ 7.0, 8.0, 9.0, 10.0 ] },
                    "down": { "texture": "#1", "uv": [ 7.0, 8.0, 9.0, 10.0 ] }
                }
            },
            {
                "name": "Cube",
                "from": [ 12.0, 5.0, 12.0 ],
                "to": [ 13.0, 6.0, 12.399999991059303 ],
                "faces": {
                    "north": { "texture": "#2", "uv": [ 8.0, 8.0, 9.0, 11.0 ] },
                    "east": { "texture": "#2", "uv": [ 8.0, 8.0, 8.399999991059303, 11.0 ] },
                    "south": { "texture": "#2", "uv": [ 8.0, 8.0, 9.0, 11.0 ] },
                    "west": { "texture": "#2", "uv": [ 8.0, 8.0, 8.399999991059303, 11.0 ] },
                    "up": { "texture": "#2", "uv": [ 8.0, 8.0, 9.0, 8.399999991059303 ] },
                    "down": { "texture": "#2", "uv": [ 8.0, 10.0, 9.0, 10.399999991059303 ] }
                }
            },
            {
                "name": "Cube",
                "from": [ 11.0, 4.0, 9.600000008940697 ],
                "to": [ 12.0, 6.0, 10.0 ],
                "faces": {
                    "north": { "texture": "#2", "uv": [ 8.0, 8.0, 9.0, 11.0 ] },
                    "east": { "texture": "#2", "uv": [ 8.0, 8.0, 8.399999991059303, 11.0 ] },
                    "south": { "texture": "#2", "uv": [ 8.0, 8.0, 9.0, 11.0 ] },
                    "west": { "texture": "#2", "uv": [ 8.0, 8.0, 8.399999991059303, 11.0 ] },
                    "up": { "texture": "#2", "uv": [ 8.0, 8.0, 9.0, 8.399999991059303 ] },
                    "down": { "texture": "#2", "uv": [ 8.0, 10.0, 9.0, 10.399999991059303 ] }
                }
            },
            {
                "name": "Cube",
                "from": [ 10.600000008940697, 3.0, 10.0 ],
                "to": [ 11.0, 6.0, 11.0 ],
                "faces": {
                    "north": { "texture": "#1", "uv": [ 8.0, 8.0, 8.399999991059303, 10.0 ] },
                    "east": { "texture": "#1", "uv": [ 3.0, 8.0, 4.0, 10.0 ] },
                    "south": { "texture": "#1", "uv": [ 8.0, 8.0, 8.399999991059303, 10.0 ] },
                    "west": { "texture": "#1", "uv": [ 3.0, 8.0, 4.0, 10.0 ] },
                    "up": { "texture": "#1", "uv": [ 3.0, 8.0, 3.3999999910593033, 9.0 ] },
                    "down": { "texture": "#1", "uv": [ 3.0, 8.0, 3.3999999910593033, 9.0 ] }
                }
            },
            {
                "name": "Cube",
                "from": [ 13.0, 3.0, 10.0 ],
                "to": [ 13.399999991059303, 6.0, 11.0 ],
                "faces": {
                    "north": { "texture": "#1", "uv": [ 0.0, 8.0, 0.3999999910593033, 11.0 ] },
                    "east": { "texture": "#1", "uv": [ 0.0, 8.0, 1.0, 11.0 ] },
                    "south": { "texture": "#1", "uv": [ 0.0, 8.0, 0.3999999910593033, 11.0 ] },
                    "west": { "texture": "#1", "uv": [ 0.0, 8.0, 1.0, 11.0 ] },
                    "up": { "texture": "#1", "uv": [ 0.0, 8.0, 0.3999999910593033, 9.0 ] },
                    "down": { "texture": "#1", "uv": [ 0.0, 8.0, 0.3999999910593033, 9.0 ] }
                }
            },
            {
                "name": "Cube",
                "from": [ 13.0, 4.0, 11.0 ],
                "to": [ 13.399999991059303, 6.0, 12.0 ],
                "faces": {
                    "north": { "texture": "#1", "uv": [ 7.0, 8.0, 7.399999991059303, 10.0 ] },
                    "east": { "texture": "#1", "uv": [ 7.0, 8.0, 8.0, 10.0 ] },
                    "south": { "texture": "#1", "uv": [ 7.0, 8.0, 7.399999991059303, 10.0 ] },
                    "west": { "texture": "#1", "uv": [ 7.0, 8.0, 8.0, 10.0 ] },
                    "up": { "texture": "#1", "uv": [ 7.0, 8.0, 7.399999991059303, 9.0 ] },
                    "down": { "texture": "#1", "uv": [ 7.0, 9.0, 7.399999991059303, 10.0 ] }
                }
            },
            {
                "name": "Cube",
                "from": [ 11.699999995529652, 6.0, 10.700000010430813 ],
                "to": [ 12.199999988079071, 7.0, 11.200000002980232 ],
                "faces": {
                    "north": { "texture": "#1", "uv": [ 8.0, 7.0, 8.49999999254942, 8.0 ] },
                    "east": { "texture": "#1", "uv": [ 8.0, 7.0, 8.49999999254942, 8.0 ] },
                    "south": { "texture": "#1", "uv": [ 8.0, 7.0, 8.49999999254942, 8.0 ] },
                    "west": { "texture": "#1", "uv": [ 8.0, 7.0, 8.49999999254942, 8.0 ] },
                    "up": { "texture": "#1", "uv": [ 8.0, 7.0, 8.49999999254942, 7.499999992549419 ] },
                    "down": { "texture": "#1", "uv": [ 8.0, 7.0, 8.49999999254942, 7.499999992549419 ] }
                }
            }
    
    
    
        ]
    }
    
    
    This file is linked in the blockstate file for redtone repeater to be used in four orientations in one tick configuration. In two tick configuration we can use a completely different block model file, for example "three_candles.json".

    Here is the result:
    [​IMG]

    Just ask if you have any questions about this.
    I would be happy if some more people would start to make nice block models we can use for the new blocks