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53 lines
1.7 KiB
Markdown
53 lines
1.7 KiB
Markdown
# ExampleMod Assets
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## Language files
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Language files live in `assets/examplemod/lang/` with the format `{locale}.lang` (e.g. `en-GB.lang`, `de-DE.lang`).
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Use `Text.Translatable()` with `BlockProperties.Name()` / `ItemProperties.Name()` to pull localized strings
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from these `.lang` files. Format: `key=value` per line, with `#` for comments.
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Example:
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```csharp
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.Name(Text.Translatable("item.examplemod.ruby"))
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.Name(Text.Literal("Ruby")) // literal fallback if you don't want localization
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```
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## Textures
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Mod textures use Java-style asset paths. Place PNG files in:
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- **Blocks:** `assets/examplemod/textures/block/{name}.png` → icon `examplemod:block/{name}`
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- **Items:** `assets/examplemod/textures/item/{name}.png` → icon `examplemod:item/{name}`
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Use the Java-style icon in `BlockProperties.Icon()` and `ItemProperties.Icon()`:
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```csharp
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.Icon("examplemod:block/ruby_ore") // block from assets/examplemod/textures/block/ruby_ore.png
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.Icon("examplemod:item/ruby") // item from assets/examplemod/textures/item/ruby.png
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```
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Textures must be 16×16 pixels (or any size; they are scaled).
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## Models (Java-style)
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Block and item models are supported using Java-style JSON assets:
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- **Blocks:** `assets/examplemod/models/block/{name}.json`
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- **Items:** `assets/examplemod/models/item/{name}.json`
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- **Entities (future):** `assets/examplemod/models/entity/{name}.json`
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The `examplemod` namespace should match your mod ID (lowercase).
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To drive an icon from a model JSON, use:
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```csharp
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.Model("examplemod:block/ruby_ore")
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.Model("examplemod:item/ruby")
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```
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WeaveLoader reads the model JSON and uses its texture for the icon.
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For block items, WeaveLoader uses the block model by default. Item models are optional.
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