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 necceessarily 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) * `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 was found * `halo.png`: used for the node highlighting mesh * `heart.png`: used to display the health points of the player (default size: 12×12) * `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 * `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 a node from a texture pack using texture overrides. To do this, create a file in a texture pack called override.txt Each line in an override.txt file is a rule. It consists of nodename face-selector texture For example, default:dirt_with_grass sides default_stone.png You can use ^ operators as usual: default:dirt_with_grass sides default_stone.png^[brighten Here are face selectors you can choose from: | face-selector | behavior | |---------------|---------------------------------------------------| | left | x- | | right | x+ | | front | z- | | back | z+ | | top | y+ | | bottom | y- | | sides | x-, x+, z-, z+ | | all | All faces. You can also use '*' instead of 'all'. | 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.