isForge was `has(n, "forge")`, so it matched Ironforge — all 64 doodads of
the city, benches and statues and cliffs and elevators among them — and
every batch of each was forced to additive blending. That is the Steam Tank
failure again: a solid model drawn as glowing translucent VFX.
Two faults, both fixed. A forge is a forge only when "forge" is what the
name ends on, digits and separators aside; anything after the token names
something else, so IronforgeBench is a bench, ForgeArms are arms and
CrystalForgeController is a control panel. That leaves 19 real forges.
The additive override was also applied per model, on the premise that a
forge model is nothing but the fire burning in its hearth. It is not: the
forge doodads here run 350 to 2895 vertices and mix body textures
(DALARAN_FORGE01, METALBARSANDSTONE, OM_FORGE_01) with flame cards
(FLAME01, GLOWBALL, LAVALUMP2, FORGECOALS). Only the flame cards need it,
so the override and the black colour-key now key off a per-batch flag set
from the batch's own texture. classifyBatchTexture already knows flame and
glow cards; the forge adds coals, lava and the reflect textures used for
hot metal, which carry no flame token in their names.