Below is a list of fields that you will fill out to have your file submitted: This page will differ slightly based on what game your project is for. Clicking this will take you to the Files tab and once uploaded, will list your project files. To the right of your project title is a button labelled File. Setting your project as abandoned is mostly useful when a project is not working as intended and the owner does not plan on releasing fixes or updates. Once the owner migrated his account, his projects will revert to their previous status. Until then, experimental is great as a testing environment for your mods and addons, or a way to setup your project page before publishing it publicly.Ībandoned: Projects with this status are either set to this by the project owner, or due to the project owner not migrating his account (accounts were migrated twice in the past, once from Curse to Twitch, and as of recent (Dec. Experimental projects can be changed to regular status by clicking on the 'Submit Project for non-experimental' button in the main project page in the warning box (see image below). The files in this project type can be played using the client import feature. Once app integration occurs required libraries will automatically be downloaded with the file, optional files will display a message informing the player, and incompatible files will warn the player that installing the 2 files together is at their own risk.Įxperimental: Will not sync to the CurseForge app and will not appear in the website searches. They can be embedded libraries, optional libraries, required libraries, tools or incompatible files. Project Relationships - These are set on individual files. To upload additional files you would select the file you wish to attach them to in the file view and then select the button on the individual file page that says "Upload Additional Files". Instead a developer would go to the file page and download them individually. Usually these are development files for other mod developers who need access to un-obfuscated code. After changing the Release Type don't forget to scroll down and hit Save!)Īdditional Files - These are files attached to another file. Note - File Type Can be edited at anytime from the File Page (Project Page>Files>click on File Name>Edit button. Projects without approved Release/Beta or those that include Alpha files only will be available on the CurseForge website. New projects on CurseForge: A Release File or Beta must be uploaded and approved for the project to sync to the CurseForge App. These files will also not appear in the sidebar for all games (except Minecraft). These files will also not appear in the sidebar for all games (except Minecraft).Īlpha: Will not sync to the CurseForge App unless the user chooses to receive alpha files. You must have at least one of these files for the project to be available in the website and client.īeta: Will sync to the CurseForge App provided the user chooses to receive Beta files. These are the files that will auto download when a user clicks the default download button on a project. Release: Syncs to the CurseForge App by Default. Never know if I'm a bit of track, which could result in a "little" frustration when it all collapses at run time x)Īs for Crummy resource packs, if the resource pack doesn't know my blocks name then it wouldn't affect my block right?Īnd if it did, it would simply change it to the texture in the pack instead of my texture loaded from the external folder I guess.Support Home Authors support Moderation File & Project Types and Additional Fields I'm pretty sure I have read over every damn line of this.Īlthough I'd probably should have you read my post before I blindly implement it I'm not sure if I should smile or cry lol, I've stared at those lines and all the other textures lines for a few hours earlier without realizing this. Now I also see that I can use the String I put in during the Icon registration as the key to get the original TextureAtlasSprite out of the mapRegisteredSprites and insert my own instead. ![]() I'm guessing that the place to hook in would be by using the onTextureStitchedPre forge event and do the swap then. I see that the mentioned Load method is called after the registerIcons() method is done registering all the icons. Okay so yeah I can easily create a new class for the TextureAtlasSprite, I guess I will need to create my own implementation of ResourceManager as well in order to load in the resource(s) I want in a proper way I would have worked on the texture generation if I cared to look into how to do it in Java, I've done it in other languages but I failed at it in Java and had other stuff to do so it landed in the "laterz" pile. I've been considering runtime texture generation.
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