SnAssets Library - General

A library containing sounds, textures and assets from my mods, for others to reference freely!

You're allowed to use this mod in your modpacks!

You may include this mod in public or private Minecraft modpacks, provided the mod file is unmodified and downloaded from its official Modrinth or CurseForge page

SnAssets Asset Library - General

The SnAssets General Library is a collection of many of my assets I regularly use in my own projects, now compact for any other modder to use by making this project a dependency and referencing assets via JSON!

 

You can find particle textures for:
smoke, sparks, tracers, bullet casings, explosions, flames, bullet holes etc.

And 1000+ sounds for:
Debris, firearms, explosions, rockets, rain sounds, car doors, wheel rolling sounds, reloading sounds, wind sounds and miscellaneous sounds!

For engine sounds, please see SnAssets - Engines (Theres a LOT in them, hence a split is reasonable for those that wont be using any engine sounds)

 

Reader:

SN Assets is a cross-loader Minecraft asset library for other mods to use. It contains reusable textures, particle sprites, sounds, and other asset folders under the namespace:

snassets

How to use:

  • Add SnAssets as a dependency for your mod.
  • Reference particle textures from your own particle JSON, for example: snassets:bang0
  • Reference sound files through your own sounds.json, for example: "snassets:bulletimpact/bullethit_glass0"
  • SnAssets also includes its own generated sounds.json, so sound IDs can be referenced directly where the loader/API supports that.

Do not copy assets out of this library.

It is fine to make SnAssets a dependency and reference assets via JSON or code.
It is prohibited to take the actual PNG, OGG, or other asset files from this library and paste, bundle, or redistribute them inside your own mod.

 

Detailed how to use:

 

SnAssets - How to reference assets from another mod
====================================================

Mod id / namespace:

    snassets

SnAssets is an asset library. Your mod should depend on it, then reference its assets by namespace.
Do not copy the actual PNG or OGG files into your own mod.

1. Referencing particle textures
--------------------------------

Particle textures live here inside SnAssets:

    assets/snassets/textures/particle/

When referencing a particle texture from your own particle JSON, use:

    snassets:

Example SnAssets file:

    assets/snassets/textures/particle/bang0.png

Reference it from your mod's particle JSON like this:

    assets/examplemod/particles/example_bang.json

    {
      "textures": [
        "snassets:bang0"
      ]
    }

Example with multiple frames:

    {
      "textures": [
        "snassets:bang0",
        "snassets:bang1",
        "snassets:bang2",
        "snassets:bang3"
      ]
    }

If the texture is in a subfolder, keep the subfolder path.

Example SnAssets file:

    assets/snassets/textures/particle/bulletholes/bullethole_basic.png

Reference:

    snassets:bulletholes/bullethole_basic

Important:

    SnAssets only provides the texture files.
    Your own mod still needs to register or define the particle type if your loader/version requires that.

2. Referencing sounds
---------------------

Sound files live here inside SnAssets:

    assets/snassets/sounds/

SnAssets also includes:

    assets/snassets/sounds.json

That file defines sound event IDs for all included OGG files.

Example SnAssets sound file:

    assets/snassets/sounds/bulletimpact/bullethit_glass0.ogg

Direct SnAssets sound event ID:

    snassets:bulletimpact/bullethit_glass0

Do not include ".ogg" when referencing sounds.

Recommended compatibility method
--------------------------------

For best compatibility, define your own sound event in your mod and point it at the SnAssets OGG file.

Example file in your mod:

    assets/examplemod/sounds.json

    {
      "weapon.bullet_hit_glass": {
        "sounds": [
          "snassets:bulletimpact/bullethit_glass0"
        ]
      }
    }

Your mod would then play:

    examplemod:weapon.bullet_hit_glass

This lets your mod own the sound event while SnAssets provides the actual audio file.

Alternative direct method
-------------------------

Where your loader, Minecraft version, command, or API accepts a sound identifier directly, you can use the SnAssets sound event ID:

    snassets:bulletimpact/bullethit_glass0

If your code API requires registered SoundEvent objects, register your own sound event and use the recommended compatibility method above.

3. Dependency examples
----------------------

Fabric fabric.mod.json:

    {
      "depends": {
        "snassets": "*"
      }
    }

Forge / NeoForge mods.toml:

    [[dependencies.examplemod]]
        modId="snassets"
        mandatory=true
        versionRange="[1.0.0,)"
        ordering="NONE"
        side="BOTH"

Replace "examplemod" with your own mod id.

4. Usage rule
-------------

Allowed:

    Make SnAssets a dependency and reference its assets through JSON or code.

Not allowed:

    Taking PNG, OGG, or other asset files out of SnAssets and pasting them into your own mod.

 

The SnAssets Library - General Team

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