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