I am always able to reproduce this problem within ~2 minutes in MCPatcher mode, no client restart needed. On the contrary I played for hours in non-MCPatcher mode yesterday without any update bugs. Even a short test for 10 minutes today did not reproduce this bug with plain profile.
Maybe the bug is very rare in non-MCPatcher mode and shows more frequently in MCPatcher mode.
It's not a bug directly related to vanilla or mcpatcher, but rather to desync between the server and client. This is usually caused by a slow server. Mcpatcher currently has a CPU problem where it recursively nests the root directory within itself; the issue should be fixed when this is addressed.
It... it keeps making me crash - crash report here:
---- Minecraft Crash Report ----
// Why did you do that?
Time: 13/01/15 22:33
Description: Tesselating block model
java.lang.ArrayIndexOutOfBoundsException: 1
at com.prupe.mcpatcher.ctm.TileOverrideImpl$Horizontal.getTileWorld_Impl(TileOverrideImpl.java:113)
at com.prupe.mcpatcher.ctm.TileOverride.getTileWorld(TileOverride.java:433)
at com.prupe.mcpatcher.ctm.TileOverrideIterator$IJK.getTile(TileOverrideIterator.java:146)
at com.prupe.mcpatcher.ctm.TileOverrideIterator.go(TileOverrideIterator.java:119)
at com.prupe.mcpatcher.ctm.CTMUtils18.getModelFace(CTMUtils18.java:202)
at cln.a(SourceFile:134)
at cln.a(SourceFile:74)
at cln.a(SourceFile:43)
at cln.a(SourceFile:35)
at cll.a(SourceFile:62)
at cop.b(SourceFile:163)
at coh.a(SourceFile:78)
at coh.run(SourceFile:38)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.prupe.mcpatcher.ctm.TileOverrideImpl$Horizontal.getTileWorld_Impl(TileOverrideImpl.java:113)
at com.prupe.mcpatcher.ctm.TileOverride.getTileWorld(TileOverride.java:433)
at com.prupe.mcpatcher.ctm.TileOverrideIterator$IJK.getTile(TileOverrideIterator.java:146)
at com.prupe.mcpatcher.ctm.TileOverrideIterator.go(TileOverrideIterator.java:119)
at com.prupe.mcpatcher.ctm.CTMUtils18.getModelFace(CTMUtils18.java:202)
at cln.a(SourceFile:134)
at cln.a(SourceFile:74)
-- Block model being tesselated --
Details:
Block: minecraft:double_stone_slab[seamless=false,variant=sandstone]
Block location: World: (0,145,-8), Chunk: (at 0,9,8 in 0,-1; contains blocks 0,0,-16 to 15,255,-1), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
Using AO: true
Stacktrace:
at cln.a(SourceFile:43)
at cln.a(SourceFile:35)
-- Block being tesselated --
Details:
Block type: ID #43 (tile.stoneSlab // awe)
Block data value: 1 / 0x1 / 0b0001
Block location: World: (0,145,-8), Chunk: (at 0,9,8 in 0,-1; contains blocks 0,0,-16 to 15,255,-1), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
Stacktrace:
at cll.a(SourceFile:62)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [cin['FrankT'/1539, l='MpServer', x=0.70, y=133.00, z=0.30]]
Chunk stats: MultiplayerChunkCache: 12, 12
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: 0.00,134.00,0.00 - World: (0,134,0), Chunk: (at 0,8,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 150289490 game time, 122692026 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 1 total; [cin['FrankT'/1539, l='MpServer', x=0.70, y=133.00, z=0.20]]
Retry entities: 0 total; []
Server brand: BungeeCord (git:BungeeCord-Bootstrap:1.8-SNAPSHOT:"54c9ade":1032) <- Spigot
Server type: Non-integrated multiplayer server
Stacktrace:
at cem.a(SourceFile:308)
at bss.b(SourceFile:2278)
at coh.run(SourceFile:44)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.8.1
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 133333680 bytes (127 MB) / 328241152 bytes (313 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 1.8.1-mcpatcher
LWJGL: 2.9.1
OpenGL: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: No
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [pamplemousse8679, Coterie Craft V5s.36 4th Anniversary, Jedi Knight, The Meaning of Life]
Current Language: English (UK)
Profiler Position: N/A (disabled)
EDIT: After some experimenting, I tracked it down to be something to do with 'Custom Textures and Models'. So I assume it's something to do with the CTM. This is very frustrating!
I dont really find a Setting in the Wiki or TemplateFile where I can change it. Any Ideas?
Edit:
@FrankRT:
You could Provide the Texturepack used. That would help reproducing the Error and figuring out what happens.
Also, do you use any Additional Mods?
Oh thank you very much, I seem to have diagnosed the problem! It appears that there was a sandstone slab property file in Coterie Craft which caused the whole thing to go haywire. I have eliminated it.
Just a question to resourcepack developers who use CTM features quite heavily:
Is it no longer possible to have additional textures on data values (guess they are called damage values now) not used by Minecraft? I am currently updating The Archeos Pack to 1.8.1 for my community, which for instance uses all the data values of cobweb (id 30), however as minecraft only use cobweb (id 30:0) and no additional data values I can't seem to be able to access i.e. 30:1 (tried using both VoxelSniper and VoxelDoop).
Quite obviously a Minecraft problem, but anyone know a way around or a mod/plugin working to fix this?
Just a question to resourcepack developers who use CTM features quite heavily:
Is it no longer possible to have additional textures on data values (guess they are called damage values now) not used by Minecraft? I am currently updating The Archeos Pack to 1.8.1 for my community, which for instance uses all the data values of cobweb (id 30), however as minecraft only use cobweb (id 30:0) and no additional data values I can't seem to be able to access i.e. 30:1 (tried using both VoxelSniper and VoxelDoop).
Quite obviously a Minecraft problem, but anyone know a way around or a mod/plugin working to fix this?
Block metadata does not exsist in 1.8 anymore inside the world (only still used for some commands abd in tooltips but thats a matter if time when these are gone, tpp).They are sadly gone... ; (
Just a question to resourcepack developers who use CTM features quite heavily:
Is it no longer possible to have additional textures on data values (guess they are called damage values now) not used by Minecraft? I am currently updating The Archeos Pack to 1.8.1 for my community, which for instance uses all the data values of cobweb (id 30), however as minecraft only use cobweb (id 30:0) and no additional data values I can't seem to be able to access i.e. 30:1 (tried using both VoxelSniper and VoxelDoop).
Quite obviously a Minecraft problem, but anyone know a way around or a mod/plugin working to fix this?
No, this isn't possible anymore.
When Mojang changed the system to the blockstates system Minecraft ceased to understand the concept of using unused data values (and "Damage Values" is actually an older term than "metadata"). As such, MCPatcher can't address this issue without altering the game save... which is something MCPatcher wants to avoid doing because doing so causes that save ceases to be "vanilla".
This may not be a perfectly technical explanation, so please take this as an "as I understand it" type thing. Sufficed to say that, to my knowledge, nobody has found a way to restore this functionality and we've gotten nothing but a dismissive attitude from Mojang's employees on the subject.
This may not be a perfectly technical explanation, so please take this as an "as I understand it" type thing. Sufficed to say that, to my knowledge, nobody has found a way to restore this functionality and we've gotten nothing but a dismissive attitude from Mojang's employees on the subject.
I might not be a Programmer. But yea, I kinda hate this somehow since MineCraft Beta. The development appears to be very very very ShortSighted.
For example, everything can have NBT-Tags, why not just add the Ability to add a Custom NBT Tag to anything. That way people can Read and Store various Informations in anything.
(I Would have done that for example)
Supposedly in the works... though Kahr hasn't given any official statements about progress. Sufficed to say it's now in the Top 5 Most Wanted Features list. Or would be, if such a thing existed. Sufficed to say, a lot of people want it to be a thing. When and if it happens is dependent on Kahr's free time and how upset he is about the 1.8 code changes.
Supposedly in the works... though Kahr hasn't given any official statements about progress. Sufficed to say it's now in the Top 5 Most Wanted Features list. Or would be, if such a thing existed. Sufficed to say, a lot of people want it to be a thing. When and if it happens is dependent on Kahr's free time and how upset he is about the 1.8 code changes.
Okey. ^^
Then Lets hope for that. As the CIT (alone) doesnt work well with 1.8 either.
Okey. ^^
Then Lets hope for that. As the CIT (alone) doesnt work well with 1.8 either.
We went over this literally a page ago:
I took a look at the source code and discovered that it would be more difficult than expected. Not that he can't do it, it's just Minecraft appears to use very texture biased functions and I'm not sure there identical ones for models. Besides, in CTM, there's a separate icon for each side. For models, there's only one file being used.
We went over this literally a page ago:
I took a look at the source code and discovered that it would be more difficult than expected. Not that he can't do it, it's just Minecraft appears to use very texture biased functions and I'm not sure there identical ones for models. Besides, in CTM, there's a separate icon for each side. For models, there's only one file being used.
I am no Programmer, because of that I dont even think that anything is Easy/Fast. (Except some small stuff in PHP, but that cant be compared)
My wish is not entirly "CTM" in the whole as its now.
Because even "if" it gets done, the amount of work one would have to put into a Connected Model is insane. You would have to make a Model for each possible combination.
I would like a Simple Model Replacement. Like CIT does the Texture. So, I can replace single Items, with specific NBT Data with another Model.
Because of this: This
Anyway, I am aware that anything that gets done is up to the Author. So, I will try to work with whatever happens.
If nothing Happens, ... well I am sure, with some time I will find a workaround for my Problems, but I like to hope for the easiest way to solve things.
While i was working one a 32X32 texture-pack, i noticed that the texture for chests over lap leaving a graphical error, i have also noticed that all other 32X32 packs, i have toyed with have it too. Here are the textures i was using to try and fix it.
While i was working one a 32X32 texture-pack, i noticed that the texture for chests over lap leaving a graphical error, i have also noticed that all other 32X32 packs, i have toyed with have it too. Here are the textures i was using to try and fix it.
is this a minecraft error?
No, it's an artist error... and possibly some questionable design decisions in Minecraft. At 16x resolution the top row of pixels of the bottom part of the chest needs to be exactly the same as the bottom row of pixels on the top part of the chest. At 32x this is two pixels on each side of the divide, 64x requires 4 pixels, and so forth.
I am no Programmer, because of that I dont even think that anything is Easy/Fast. (Except some small stuff in PHP, but that cant be compared)
My wish is not entirly "CTM" in the whole as its now.
Because even "if" it gets done, the amount of work one would have to put into a Connected Model is insane. You would have to make a Model for each possible combination.
I would like a Simple Model Replacement. Like CIT does the Texture. So, I can replace single Items, with specific NBT Data with another Model.
Because of this: This
Anyway, I am aware that anything that gets done is up to the Author. So, I will try to work with whatever happens.
If nothing Happens, ... well I am sure, with some time I will find a workaround for my Problems, but I like to hope for the easiest way to solve things.
After my quick glance, I think CTM works like this: When a block instance is created, it checks for the north icon of each block around it. If it's the same block, and has CTM textures, it changes it's texture, then tells the other blocks immediately around it to perform this process. Then it does the same for south, east, west, top and bottom sides. So as far as I can tell, he wouldn't need to make a new model for every single combination, because it checks only for the properties the block has been to to (vertical, horizontal, etc.). Even so, Kahr wouldn't have to make any models because default uses no custom models. As for resource pack authors, I can confirm with the right program, it's not that tough to make three models for a ladder. Plus, many features already work, such as random textures.
Other than that, I completely agree with you that it wouldn't be a simple task.
(I would also like to keep in mind that there will be entity models on the way)
It's not a bug directly related to vanilla or mcpatcher, but rather to desync between the server and client. This is usually caused by a slow server. Mcpatcher currently has a CPU problem where it recursively nests the root directory within itself; the issue should be fixed when this is addressed.
Putting the CENDENT back in transcendent!
// Why did you do that?
Time: 13/01/15 22:33
Description: Tesselating block model
java.lang.ArrayIndexOutOfBoundsException: 1
at com.prupe.mcpatcher.ctm.TileOverrideImpl$Horizontal.getTileWorld_Impl(TileOverrideImpl.java:113)
at com.prupe.mcpatcher.ctm.TileOverride.getTileWorld(TileOverride.java:433)
at com.prupe.mcpatcher.ctm.TileOverrideIterator$IJK.getTile(TileOverrideIterator.java:146)
at com.prupe.mcpatcher.ctm.TileOverrideIterator.go(TileOverrideIterator.java:119)
at com.prupe.mcpatcher.ctm.CTMUtils18.getModelFace(CTMUtils18.java:202)
at cln.a(SourceFile:134)
at cln.a(SourceFile:74)
at cln.a(SourceFile:43)
at cln.a(SourceFile:35)
at cll.a(SourceFile:62)
at cop.b(SourceFile:163)
at coh.a(SourceFile:78)
at coh.run(SourceFile:38)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.prupe.mcpatcher.ctm.TileOverrideImpl$Horizontal.getTileWorld_Impl(TileOverrideImpl.java:113)
at com.prupe.mcpatcher.ctm.TileOverride.getTileWorld(TileOverride.java:433)
at com.prupe.mcpatcher.ctm.TileOverrideIterator$IJK.getTile(TileOverrideIterator.java:146)
at com.prupe.mcpatcher.ctm.TileOverrideIterator.go(TileOverrideIterator.java:119)
at com.prupe.mcpatcher.ctm.CTMUtils18.getModelFace(CTMUtils18.java:202)
at cln.a(SourceFile:134)
at cln.a(SourceFile:74)
-- Block model being tesselated --
Details:
Block: minecraft:double_stone_slab[seamless=false,variant=sandstone]
Block location: World: (0,145,-8), Chunk: (at 0,9,8 in 0,-1; contains blocks 0,0,-16 to 15,255,-1), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
Using AO: true
Stacktrace:
at cln.a(SourceFile:43)
at cln.a(SourceFile:35)
-- Block being tesselated --
Details:
Block type: ID #43 (tile.stoneSlab // awe)
Block data value: 1 / 0x1 / 0b0001
Block location: World: (0,145,-8), Chunk: (at 0,9,8 in 0,-1; contains blocks 0,0,-16 to 15,255,-1), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
Stacktrace:
at cll.a(SourceFile:62)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [cin['FrankT'/1539, l='MpServer', x=0.70, y=133.00, z=0.30]]
Chunk stats: MultiplayerChunkCache: 12, 12
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: 0.00,134.00,0.00 - World: (0,134,0), Chunk: (at 0,8,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 150289490 game time, 122692026 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 1 total; [cin['FrankT'/1539, l='MpServer', x=0.70, y=133.00, z=0.20]]
Retry entities: 0 total; []
Server brand: BungeeCord (git:BungeeCord-Bootstrap:1.8-SNAPSHOT:"54c9ade":1032) <- Spigot
Server type: Non-integrated multiplayer server
Stacktrace:
at cem.a(SourceFile:308)
at bss.b(SourceFile:2278)
at coh.run(SourceFile:44)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.8.1
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 133333680 bytes (127 MB) / 328241152 bytes (313 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 1.8.1-mcpatcher
LWJGL: 2.9.1
OpenGL: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: No
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [pamplemousse8679, Coterie Craft V5s.36 4th Anniversary, Jedi Knight, The Meaning of Life]
Current Language: English (UK)
Profiler Position: N/A (disabled)
I use on my Server for various stuff Items with DataValues that dont exist normally.
(for Example: 326:1 which is Flint with a damagevalue of 1)
Now with 1.8 these Items appear as a Purple/Black checkered Cube. as the new Ressourcepack system doesnt recognize the Item.
As far as I read, I cannot update/create a Texturepack that shows theses Items in VanillaMinecraft.
Can the CIT feature of MCPatcher solve this?
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Curse PremiumYou literally waited one day. Be patient, he doesn't have to do anything unless he wants to. Just give it some time...
https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Item_Textures
Read this
http://hypixel.net/threads/diax-resource-pack.199998/
Thanks. That almost worked flawlessly.
But there is still a minor Problem:
The Item still gets shown as Block. (see here: Picture)
I used this as Config:
I dont really find a Setting in the Wiki or TemplateFile where I can change it. Any Ideas?
Edit:
@FrankRT:
You could Provide the Texturepack used. That would help reproducing the Error and figuring out what happens.
Also, do you use any Additional Mods?
Oh thank you very much, I seem to have diagnosed the problem! It appears that there was a sandstone slab property file in Coterie Craft which caused the whole thing to go haywire. I have eliminated it.
Is it no longer possible to have additional textures on data values (guess they are called damage values now) not used by Minecraft? I am currently updating The Archeos Pack to 1.8.1 for my community, which for instance uses all the data values of cobweb (id 30), however as minecraft only use cobweb (id 30:0) and no additional data values I can't seem to be able to access i.e. 30:1 (tried using both VoxelSniper and VoxelDoop).
Quite obviously a Minecraft problem, but anyone know a way around or a mod/plugin working to fix this?
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View User Profile
-
View Posts
-
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Curse PremiumBlock metadata does not exsist in 1.8 anymore inside the world (only still used for some commands abd in tooltips but thats a matter if time when these are gone, tpp).They are sadly gone... ; (
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-
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ModeratorNo, this isn't possible anymore.
When Mojang changed the system to the blockstates system Minecraft ceased to understand the concept of using unused data values (and "Damage Values" is actually an older term than "metadata"). As such, MCPatcher can't address this issue without altering the game save... which is something MCPatcher wants to avoid doing because doing so causes that save ceases to be "vanilla".
This may not be a perfectly technical explanation, so please take this as an "as I understand it" type thing. Sufficed to say that, to my knowledge, nobody has found a way to restore this functionality and we've gotten nothing but a dismissive attitude from Mojang's employees on the subject.
I might not be a Programmer. But yea, I kinda hate this somehow since MineCraft Beta. The development appears to be very very very ShortSighted.
For example, everything can have NBT-Tags, why not just add the Ability to add a Custom NBT Tag to anything. That way people can Read and Store various Informations in anything.
(I Would have done that for example)
Edit:
How about a Feature to Replace Models?
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ModeratorSupposedly in the works... though Kahr hasn't given any official statements about progress. Sufficed to say it's now in the Top 5 Most Wanted Features list. Or would be, if such a thing existed. Sufficed to say, a lot of people want it to be a thing. When and if it happens is dependent on Kahr's free time and how upset he is about the 1.8 code changes.
Okey. ^^
Then Lets hope for that. As the CIT (alone) doesnt work well with 1.8 either.
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Curse PremiumWe went over this literally a page ago:
I took a look at the source code and discovered that it would be more difficult than expected. Not that he can't do it, it's just Minecraft appears to use very texture biased functions and I'm not sure there identical ones for models. Besides, in CTM, there's a separate icon for each side. For models, there's only one file being used.
I am no Programmer, because of that I dont even think that anything is Easy/Fast. (Except some small stuff in PHP, but that cant be compared)
My wish is not entirly "CTM" in the whole as its now.
Because even "if" it gets done, the amount of work one would have to put into a Connected Model is insane. You would have to make a Model for each possible combination.
I would like a Simple Model Replacement. Like CIT does the Texture. So, I can replace single Items, with specific NBT Data with another Model.
Because of this: This
Anyway, I am aware that anything that gets done is up to the Author. So, I will try to work with whatever happens.
If nothing Happens, ... well I am sure, with some time I will find a workaround for my Problems, but I like to hope for the easiest way to solve things.
is this a minecraft error?
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ModeratorNo, it's an artist error... and possibly some questionable design decisions in Minecraft. At 16x resolution the top row of pixels of the bottom part of the chest needs to be exactly the same as the bottom row of pixels on the top part of the chest. At 32x this is two pixels on each side of the divide, 64x requires 4 pixels, and so forth.
Either way, it has nothing to do with MCPatcher.
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Curse PremiumAfter my quick glance, I think CTM works like this: When a block instance is created, it checks for the north icon of each block around it. If it's the same block, and has CTM textures, it changes it's texture, then tells the other blocks immediately around it to perform this process. Then it does the same for south, east, west, top and bottom sides. So as far as I can tell, he wouldn't need to make a new model for every single combination, because it checks only for the properties the block has been to to (vertical, horizontal, etc.). Even so, Kahr wouldn't have to make any models because default uses no custom models. As for resource pack authors, I can confirm with the right program, it's not that tough to make three models for a ladder. Plus, many features already work, such as random textures.
Other than that, I completely agree with you that it wouldn't be a simple task.
(I would also like to keep in mind that there will be entity models on the way)