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[Feature] Support adding emissive textures using "_e" textures#404

Description

@The-Nyla

馃悶 Feature Description

Describe the feature you want to request.
Explain what problem this feature solves, why it's needed, and how you expect it to work.

This would allow users to easily add emissive textures to models

I know the glow tag exists, but that's not really the same as a proper emissive texture map, as it makes the entire bone emissive and can't really be configured much, it's either glowing or not, with no way to control strength or other properties. This feature would allow much better control of emissivity and let users make much better-looking mobs.
This should work by allowing a user to make an texture ending with "_e" to function as the emission map for a texture. so for example if you had an "eyes.png" texture, "eyes_e.png" would automatically be used for the emission. The color decides the color ofc, and the alpha value should decide the strength of the emission, the more solid the pixel, the stronger the emission.


馃И Example / Mock-up (Optional)

This seems to be possible without core shaders even: https://modrinth.com/resourcepack/vanilla-emissives


馃實 Environment (Optional but Helpful)

  • Server software & version: Pupur 26.2
  • BetterModel version: 3.4.0-SNAPSHOT-511
  • Java version: 26 I think

Disclaimer

The following environments are not supported, and feature requests relying on these conditions will not be considered:

- Informal / modified launchers (e.g., Feather Client)
- Closed-source mods/plugins (Optifine, ItemsAdder, Nexo, etc.)
- Hybrid server platforms (e.g., Arclight)
- Legacy server versions (1.21.1 or lower)
- Bedrock Edition
- Extremely outdated CPU / hardware
- Features fundamentally **impossible on server-side** due to engine or protocol limitations

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