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- Minetest Texture Pack Reference
- ===============================
- Texture packs allow you to replace textures provided by a mod with your own
- textures.
- Texture pack directory structure
- --------------------------------
- textures
- |-- Texture Pack
- | |-- texture_pack.conf
- | |-- screenshot.png
- | |-- description.txt
- | |-- override.txt
- | |-- your_texture_1.png
- | |-- your_texture_2.png
- `-- Another Texture Pack
- ### Texture Pack
- This is a directory containing the entire contents of a single texture pack.
- It can be chosen more or less freely and will also become the name of the
- texture pack. The name must not be “base”.
- ### `texture_pack.conf`
- A key-value config file with the following keys:
- * `title` - human readable title
- * `description` - short description, shown in the content tab
- ### `description.txt`
- **Deprecated**, you should use texture_pack.conf instead.
- A file containing a short description of the texture pack to be shown in the
- content tab.
- ### `screenshot.png`
- A preview image showing an in-game screenshot of this texture pack; it will be
- shown in the texture packs tab. It should have an aspect ratio of 3:2 and a
- minimum size of 300×200 pixels.
- ### `your_texture_1.png`, `your_texture_2.png`, etc.
- Any other PNG files will be interpreted as textures. They must have the same
- names as the textures they are supposed to override. For example, to override
- the apple texture of Minetest Game, add a PNG file named `default_apple.png`.
- The custom textures do not necessarily require the same size as their
- originals, but this might be required for a few particular textures. When
- unsure, just test your texture pack in-game.
- Texture modifiers
- -----------------
- See lua_api.txt for texture modifiers
- Special textures
- ----------------
- These texture names are hardcoded into the engine but can also be overwritten
- by texture packs. All existing fallback textures can be found in the directory
- `textures/base/pack`.
- ### Gameplay textures
- * `bubble.png`: the bubble texture when the player is drowning
- (default size: 12×12)
- * `bubble_gone.png`: like `bubble.png`, but denotes lack of breath
- (transparent by default, same size as bubble.png)
- * `crack_anylength.png`: node overlay texture when digging
- * `crosshair.png`
- * the crosshair texture in the center of the screen. The settings
- `crosshair_color` and `crosshair_alpha` are used to create a cross
- when no texture is found.
- * `object_crosshair.png`
- * the crosshair seen when pointing at an object. The settings
- `crosshair_color` and `crosshair_alpha` are used to create a cross
- when no texture is found.
- * `halo.png`: used for the node highlighting mesh
- * `heart.png`: used to display the health points of the player
- (default size: 12×12)
- * `heart_gone.png`: like `heart.png`, but denotes lack of health points
- (transparent by default, same size as heart.png)
- * `minimap_mask_round.png`: round minimap mask, white gets replaced by the map
- * `minimap_mask_square.png`: mask used for the square minimap
- * `minimap_overlay_round.png`: overlay texture for the round minimap
- * `minimap_overlay_square.png`: overlay texture for the square minimap
- * `object_marker_red.png`: texture for players on the minimap
- * `player_marker.png`: texture for the own player on the square minimap
- * `no_texture_airlike.png`: fallback inventory image for airlike nodes
- * `no_texture.png`: fallback image for unspecified textures
- * `player.png`: front texture of the 2D upright sprite player
- * `player_back.png`: back texture of the 2D upright sprite player
- * `progress_bar.png`: foreground texture of the loading screen's progress bar
- * `progress_bar_bg.png`: background texture of the loading screen's progress bar
- * `moon.png`: texture of the moon. Default texture is generated by Minetest
- * `moon_tonemap.png`: tonemap to be used when `moon.png` was found
- * `sun.png`: texture of the sun. Default texture is generated by Minetest
- * `sun_tonemap.png`: tonemap to be used when `sun.png` was found
- * `sunrisebg.png`: shown sky texture when the sun rises
- * `smoke_puff.png`: texture used when an object died by punching
- * `unknown_item.png`: shown texture when an item definition was not found
- * `unknown_node.png`: shown texture when a node definition was not found
- * `unknown_object.png`: shown texture when an entity definition was not found
- * `wieldhand.png`: texture of the wieldhand
- Note: The default textures of `player.png`, `player_back.png` and `wieldhand.png`
- are placeholders intended to be overwritten by the game.
- ### Mainmenu textures
- * `menu_bg.png`: used as mainmenu background when the clouds are disabled
- * `menu_header.png`: header texture when no texture pack is selected
- * `no_screenshot.png`
- * texture when no screenshot was found for a texture pack or mod
- * `server_flags_creative.png`: icon for creative servers
- * `server_flags_damage.png`: icon for enabled damage on servers
- * `server_flags_favorite.png`: icon for your favorite servers
- * `server_flags_pvp.png`: icon for enabled PvP on servers
- ### Android textures
- * `down_arrow.png`
- * `left_arrow.png`
- * `right_arrow.png`
- * `up_arrow.png`
- * `drop_btn.png`
- * `fast_btn.png`
- * `fly_btn.png`
- * `jump_btn.png`
- * `noclip_btn.png`
- * `camera_btn.png`
- * `chat_btn.png`
- * `inventory_btn.png`
- * `rangeview_btn.png`
- * `debug_btn.png`
- * `gear_icon.png`
- * `rare_controls.png`
- Texture Overrides
- -----------------
- You can override the textures of nodes and items from a
- texture pack using texture overrides. To do this, create one or
- more files in a texture pack called override.txt
- Each line in an override.txt file is a rule. It consists of
- itemname target texture
- For example,
- default:dirt_with_grass sides default_stone.png
- or
- default:sword_steel inventory my_steel_sword.png
- You can list multiple targets on one line as a comma-separated list:
- default:tree top,bottom my_special_tree.png
- You can use texture modifiers, as usual:
- default:dirt_with_grass sides default_stone.png^[brighten
- Finally, if a line is empty or starts with '#' it will be considered
- a comment and not read as a rule. You can use this to better organize
- your override.txt files.
- Here are targets you can choose from:
- | target | behavior |
- |---------------|---------------------------------------------------|
- | left | x- face |
- | right | x+ face |
- | front | z- face |
- | back | z+ face |
- | top | y+ face |
- | bottom | y- face |
- | sides | x-, x+, z-, z+ faces |
- | all | All faces. You can also use '*' instead of 'all'. |
- | special1 | The first entry in the special_tiles list |
- | special2 | The second entry in the special_tiles list |
- | special3 | The third entry in the special_tiles list |
- | special4 | The fourth entry in the special_tiles list |
- | special5 | The fifth entry in the special_tiles list |
- | special6 | The sixth entry in the special_tiles list |
- | inventory | The inventory texture |
- | wield | The texture used when held by the player |
- | align_world=N | Overrides the "world align" behavior of tiles ¹ |
- Nodes support all targets, but other items only support 'inventory'
- and 'wield'.
- ¹ : `N` is an integer [0,255]. Sets align_style = "world" and scale = N on the tile, refer to lua_api.txt for details.
- ### Using the special targets
- The special* targets only apply to specific drawtypes:
- * `flowingliquid`: special1 sets the top texture, special2 sets the side texture
- * `allfaces_optional`: special1 is used by simple mode, see below
- * `glasslike_framed`: When containing a liquid, special1 sets the liquid texture
- * `glasslike_framed_optional`: Same as `glasslike_framed`
- * `plantlike_rooted`: special1 sets the plant's texture
- Designing leaves textures for the leaves rendering options
- ----------------------------------------------------------
- Minetest has three modes for rendering leaves nodes if the node has the
- `allfaces_optional` drawtype.
- ### Fancy
- Uses the texture specified in the `tiles` nodedef field.
- The texture should have some transparent pixels and be in the RGBA format so
- that the transparent pixels can have color information.
- Faces of every leaves node are rendered even if they are inside a solid volume
- of leaves; this gives a dense appearance.
- ### Opaque
- Uses the texture specified in `tiles` but makes it opaque by converting each
- transparent pixel into an opaque pixel that uses the color information of that
- transparent pixel.
- Due to this the `tiles` texture format must be RGBA not 'indexed alpha' to allow
- each transparent pixel to have color information.
- The colors of the transparent pixels should be set for a good appearance in
- `opaque` mode. This can be done by painting the pixels the desired colors then
- erasing them. Then when saving the texture, use the 'save color information from
- transparent pixels' option (or equivalent).
- ### Simple
- Uses the texture specified in the `special_tiles` nodedef field if it exists, if
- not, the `tiles` texture.
- The `special_tiles` texture should have fewer transparent pixels than the
- `tiles` texture and be in the 'indexed alpha' format.
- This mode is between the other two in terms of appearance and rendering load.
- The nodes are rendered using the `glasslike` drawtype, only showing the surface
- faces for any solid volume of leaves, not the internal faces.
- Due to this the `tiles` texture might appear lacking in density, so optionally a
- `special_tiles` texture can be used to provide a texture with fewer transparent
- pixels for a denser appearance.
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