texture_packs.txt 9.8 KB

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  1. Minetest Texture Pack Reference
  2. ===============================
  3. Texture packs allow you to replace textures provided by a mod with your own
  4. textures.
  5. Texture pack directory structure
  6. --------------------------------
  7. textures
  8. |-- Texture Pack
  9. | |-- texture_pack.conf
  10. | |-- screenshot.png
  11. | |-- description.txt
  12. | |-- override.txt
  13. | |-- your_texture_1.png
  14. | |-- your_texture_2.png
  15. `-- Another Texture Pack
  16. ### Texture Pack
  17. This is a directory containing the entire contents of a single texture pack.
  18. It can be chosen more or less freely and will also become the name of the
  19. texture pack. The name must not be “base”.
  20. ### `texture_pack.conf`
  21. A key-value config file with the following keys:
  22. * `title` - human readable title
  23. * `description` - short description, shown in the content tab
  24. ### `description.txt`
  25. **Deprecated**, you should use texture_pack.conf instead.
  26. A file containing a short description of the texture pack to be shown in the
  27. content tab.
  28. ### `screenshot.png`
  29. A preview image showing an in-game screenshot of this texture pack; it will be
  30. shown in the texture packs tab. It should have an aspect ratio of 3:2 and a
  31. minimum size of 300×200 pixels.
  32. ### `your_texture_1.png`, `your_texture_2.png`, etc.
  33. Any other PNG files will be interpreted as textures. They must have the same
  34. names as the textures they are supposed to override. For example, to override
  35. the apple texture of Minetest Game, add a PNG file named `default_apple.png`.
  36. The custom textures do not necessarily require the same size as their
  37. originals, but this might be required for a few particular textures. When
  38. unsure, just test your texture pack in-game.
  39. Texture modifiers
  40. -----------------
  41. See lua_api.txt for texture modifiers
  42. Special textures
  43. ----------------
  44. These texture names are hardcoded into the engine but can also be overwritten
  45. by texture packs. All existing fallback textures can be found in the directory
  46. `textures/base/pack`.
  47. ### Gameplay textures
  48. * `bubble.png`: the bubble texture when the player is drowning
  49. (default size: 12×12)
  50. * `bubble_gone.png`: like `bubble.png`, but denotes lack of breath
  51. (transparent by default, same size as bubble.png)
  52. * `crack_anylength.png`: node overlay texture when digging
  53. * `crosshair.png`
  54. * the crosshair texture in the center of the screen. The settings
  55. `crosshair_color` and `crosshair_alpha` are used to create a cross
  56. when no texture is found.
  57. * `object_crosshair.png`
  58. * the crosshair seen when pointing at an object. The settings
  59. `crosshair_color` and `crosshair_alpha` are used to create a cross
  60. when no texture is found.
  61. * `halo.png`: used for the node highlighting mesh
  62. * `heart.png`: used to display the health points of the player
  63. (default size: 12×12)
  64. * `heart_gone.png`: like `heart.png`, but denotes lack of health points
  65. (transparent by default, same size as heart.png)
  66. * `minimap_mask_round.png`: round minimap mask, white gets replaced by the map
  67. * `minimap_mask_square.png`: mask used for the square minimap
  68. * `minimap_overlay_round.png`: overlay texture for the round minimap
  69. * `minimap_overlay_square.png`: overlay texture for the square minimap
  70. * `object_marker_red.png`: texture for players on the minimap
  71. * `player_marker.png`: texture for the own player on the square minimap
  72. * `no_texture_airlike.png`: fallback inventory image for airlike nodes
  73. * `no_texture.png`: fallback image for unspecified textures
  74. * `player.png`: front texture of the 2D upright sprite player
  75. * `player_back.png`: back texture of the 2D upright sprite player
  76. * `progress_bar.png`: foreground texture of the loading screen's progress bar
  77. * `progress_bar_bg.png`: background texture of the loading screen's progress bar
  78. * `moon.png`: texture of the moon. Default texture is generated by Minetest
  79. * `moon_tonemap.png`: tonemap to be used when `moon.png` was found
  80. * `sun.png`: texture of the sun. Default texture is generated by Minetest
  81. * `sun_tonemap.png`: tonemap to be used when `sun.png` was found
  82. * `sunrisebg.png`: shown sky texture when the sun rises
  83. * `smoke_puff.png`: texture used when an object died by punching
  84. * `unknown_item.png`: shown texture when an item definition was not found
  85. * `unknown_node.png`: shown texture when a node definition was not found
  86. * `unknown_object.png`: shown texture when an entity definition was not found
  87. * `wieldhand.png`: texture of the wieldhand
  88. Note: The default textures of `player.png`, `player_back.png` and `wieldhand.png`
  89. are placeholders intended to be overwritten by the game.
  90. ### Mainmenu textures
  91. * `menu_bg.png`: used as mainmenu background when the clouds are disabled
  92. * `menu_header.png`: header texture when no texture pack is selected
  93. * `no_screenshot.png`
  94. * texture when no screenshot was found for a texture pack or mod
  95. * `server_flags_creative.png`: icon for creative servers
  96. * `server_flags_damage.png`: icon for enabled damage on servers
  97. * `server_flags_favorite.png`: icon for your favorite servers
  98. * `server_flags_pvp.png`: icon for enabled PvP on servers
  99. ### Android textures
  100. * `down_arrow.png`
  101. * `left_arrow.png`
  102. * `right_arrow.png`
  103. * `up_arrow.png`
  104. * `drop_btn.png`
  105. * `fast_btn.png`
  106. * `fly_btn.png`
  107. * `jump_btn.png`
  108. * `noclip_btn.png`
  109. * `camera_btn.png`
  110. * `chat_btn.png`
  111. * `inventory_btn.png`
  112. * `rangeview_btn.png`
  113. * `debug_btn.png`
  114. * `gear_icon.png`
  115. * `rare_controls.png`
  116. Texture Overrides
  117. -----------------
  118. You can override the textures of nodes and items from a
  119. texture pack using texture overrides. To do this, create one or
  120. more files in a texture pack called override.txt
  121. Each line in an override.txt file is a rule. It consists of
  122. itemname target texture
  123. For example,
  124. default:dirt_with_grass sides default_stone.png
  125. or
  126. default:sword_steel inventory my_steel_sword.png
  127. You can list multiple targets on one line as a comma-separated list:
  128. default:tree top,bottom my_special_tree.png
  129. You can use texture modifiers, as usual:
  130. default:dirt_with_grass sides default_stone.png^[brighten
  131. Finally, if a line is empty or starts with '#' it will be considered
  132. a comment and not read as a rule. You can use this to better organize
  133. your override.txt files.
  134. Here are targets you can choose from:
  135. | target | behavior |
  136. |---------------|---------------------------------------------------|
  137. | left | x- face |
  138. | right | x+ face |
  139. | front | z- face |
  140. | back | z+ face |
  141. | top | y+ face |
  142. | bottom | y- face |
  143. | sides | x-, x+, z-, z+ faces |
  144. | all | All faces. You can also use '*' instead of 'all'. |
  145. | special1 | The first entry in the special_tiles list |
  146. | special2 | The second entry in the special_tiles list |
  147. | special3 | The third entry in the special_tiles list |
  148. | special4 | The fourth entry in the special_tiles list |
  149. | special5 | The fifth entry in the special_tiles list |
  150. | special6 | The sixth entry in the special_tiles list |
  151. | inventory | The inventory texture |
  152. | wield | The texture used when held by the player |
  153. | align_world=N | Overrides the "world align" behavior of tiles ¹ |
  154. Nodes support all targets, but other items only support 'inventory'
  155. and 'wield'.
  156. ¹ : `N` is an integer [0,255]. Sets align_style = "world" and scale = N on the tile, refer to lua_api.txt for details.
  157. ### Using the special targets
  158. The special* targets only apply to specific drawtypes:
  159. * `flowingliquid`: special1 sets the top texture, special2 sets the side texture
  160. * `allfaces_optional`: special1 is used by simple mode, see below
  161. * `glasslike_framed`: When containing a liquid, special1 sets the liquid texture
  162. * `glasslike_framed_optional`: Same as `glasslike_framed`
  163. * `plantlike_rooted`: special1 sets the plant's texture
  164. Designing leaves textures for the leaves rendering options
  165. ----------------------------------------------------------
  166. Minetest has three modes for rendering leaves nodes if the node has the
  167. `allfaces_optional` drawtype.
  168. ### Fancy
  169. Uses the texture specified in the `tiles` nodedef field.
  170. The texture should have some transparent pixels and be in the RGBA format so
  171. that the transparent pixels can have color information.
  172. Faces of every leaves node are rendered even if they are inside a solid volume
  173. of leaves; this gives a dense appearance.
  174. ### Opaque
  175. Uses the texture specified in `tiles` but makes it opaque by converting each
  176. transparent pixel into an opaque pixel that uses the color information of that
  177. transparent pixel.
  178. Due to this the `tiles` texture format must be RGBA not 'indexed alpha' to allow
  179. each transparent pixel to have color information.
  180. The colors of the transparent pixels should be set for a good appearance in
  181. `opaque` mode. This can be done by painting the pixels the desired colors then
  182. erasing them. Then when saving the texture, use the 'save color information from
  183. transparent pixels' option (or equivalent).
  184. ### Simple
  185. Uses the texture specified in the `special_tiles` nodedef field if it exists, if
  186. not, the `tiles` texture.
  187. The `special_tiles` texture should have fewer transparent pixels than the
  188. `tiles` texture and be in the 'indexed alpha' format.
  189. This mode is between the other two in terms of appearance and rendering load.
  190. The nodes are rendered using the `glasslike` drawtype, only showing the surface
  191. faces for any solid volume of leaves, not the internal faces.
  192. Due to this the `tiles` texture might appear lacking in density, so optionally a
  193. `special_tiles` texture can be used to provide a texture with fewer transparent
  194. pixels for a denser appearance.