tModLoader

tModLoader

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Syla's Resource Pack Library
   
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Mod Features: Utilities, Library
Mod Side: Client
tModLoader Version: 1.4.4
File Size
Posted
22.227 KB
17 Jun, 2024 @ 2:46am
1 Change Note ( view )

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Syla's Resource Pack Library

Description
Allows for the replacement of textures from Asset<T> and Texture2D objects with resource packs.

How to make a resource pack for a mod that supports this:
1. Instead of a Content folder, use a ModContent folder.
2. Inside of this folder, follow the mod's folder layout.
3. Put your replacement textures in the same place in your resource pack.

Ex: replacing "S_Panel_Middle.png" in my Summoner UI mod.
The file path for the file in the mod is: SummonsUI/UI/S_Panel_Middle.png
Put your file at: YourResourcePackNameHere/ModContent/SummonsUI/UI/S_Panel_Middle.png



How to make your mod support this:
1. Add "modReferences = SylaResourcePackLib@#.#" without the quotation marks, and the #'s being this mod's version number to your build.txt file (if you already have modReferences, add ", SylaResourcePackLib@#.#" instead, still without quotation marks and with replacing the #'s).
2. In your mod, add a new class that inherits from the ResourceLoader abstract class. Name it something you will remember, like "YourModNameHereRL".
3. Add "using SylaResourcePackLib;" and "using SylaResourcePackLib.ResourceTypes;" to the top of the new class's file.
4. Add public static assets, and make them either ModifiableAsset<T> (where T is the type you usually use in Asset<T>) or ModifiableTexture2D. For example: "public static ModifiableAsset<Texture2D> UIFFill;"
5. Add public override void methods for InitializeResources(), ReloadResources(), PostSetupContentResources(), and Unload() to the new class.
6. In InitializeResources(), initialize each asset. You can find the constructors by extracting the mod (source code is included). Here's an example from my Summoner UI mod: "UIFFill = new ModifiableAsset<Texture2D>("SummonsUI/UI/Summon_Fill", mode: AssetRequestMode.ImmediateLoad);"
7. In PostSetupContentResources(), replace assets handled by TextureAssets as follows: "TextureAssets.Item[ModContent.ItemType<Items.YourItem>()] = YourItemAsset.asset;"
8. In ReloadResources(), run the Reload() method on each asset. For example: "UIFFill.Reload();"
9. Also in ReloadResources(), if the asset is for an asset handled by TextureAssets, put this on the next line: "TextureAssets.Item[ModContent.ItemType<Items.YourItem>()] = YourItemAsset.asset;"
10. In Unload(), set each asset to null.
11. In your Mod class in Load(), add "new YourModNameHereRL();"
12. Whenever you need to access your modifiable assets, instead of using the object name (ex: "UIFFill"), you need to use "YourModNameHereRL.UIFBack.asset" (if you're using something other than ModifiableAsset<T>, it won't be ".asset". It will instead be the same type as you were using before, ex: ".texture2D").

Future plans for this:
- Add the ability to allow modders to read .json files from resource packs.
- Figure out how to test when the resource pack menu is closed so that everything can be reloaded then instead of on world/mod load.
Originally posted by tModLoader:
Developed By Tetriscat66 (Syla)
27 Comments
Potat369 4 Jul @ 3:22pm 
Source code?
Lion8cake 26 Jun @ 12:11am 
Is it possible to weak reference this mod? I'd like to implement support for this but I don't necessarily want my mods relying on it at all times
TheWalterHubb11 25 Mar @ 7:26pm 
when we getting support for this
Tetriscat66  [author] 22 Mar @ 7:52pm 
I'm not sure if there's a good way to search for other mods that use this (if someone knows of a way please correct me it'll be very helpful to know). The ones I made that work with it are Summoner UI and Encumbering Stone Whitelist. If I find any other mods that other people made that use this and if I remember to I'll add the names of them here.
beau099 22 Mar @ 9:29am 
What are mods need this mod to function?
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Potato Destruction 25 Jan @ 2:15pm 
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░░░░░░░▄▄▐▌▄▄░░░ SO HE CAN TAKE
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░░░█▀▄▄▄█░▀▀░░
░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE
░░░░░░▐▌▀▄▀▄▀▐▄░░ WORKSHOP
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