1 Minetest Texture Pack Reference
2 ===============================
4 Texture packs allow you to replace textures provided by a mod with your own
7 Texture pack directory structure
8 --------------------------------
12 | |-- texture_pack.conf
16 | |-- your_texture_1.png
17 | |-- your_texture_2.png
18 `-- Another Texture Pack
21 This is a directory containing the entire contents of a single texture pack.
22 It can be chosen more or less freely and will also become the name of the
23 texture pack. The name must not be “base”.
25 ### `texture_pack.conf`
26 A key-value config file with the following keys:
28 * `title` - human readable title
29 * `description` - short description, shown in the content tab
32 **Deprecated**, you should use texture_pack.conf instead.
34 A file containing a short description of the texture pack to be shown in the
38 A preview image showing an in-game screenshot of this texture pack; it will be
39 shown in the texture packs tab. It should have an aspect ratio of 3:2 and a
40 minimum size of 300×200 pixels.
42 ### `your_texture_1.png`, `your_texture_2.png`, etc.
43 Any other PNG files will be interpreted as textures. They must have the same
44 names as the textures they are supposed to override. For example, to override
45 the apple texture of Minetest Game, add a PNG file named `default_apple.png`.
47 The custom textures do not necceessarily require the same size as their
48 originals, but this might be required for a few particular textures. When
49 unsure, just test your texture pack in-game.
54 See lua_api.txt for texture modifiers
59 These texture names are hardcoded into the engine but can also be overwritten
60 by texture packs. All existing fallback textures can be found in the directory
65 * `bubble.png`: the bubble texture when the player is drowning
68 * `crack_anylength.png`: node overlay texture when digging
71 * the crosshair texture in the center of the screen. The settings
72 `crosshair_color` and `crosshair_alpha` are used to create a cross
73 when no texture was found
75 * `halo.png`: used for the node highlighting mesh
77 * `heart.png`: used to display the health points of the player
80 * `minimap_mask_round.png`: round minimap mask, white gets replaced by the map
81 * `minimap_mask_square.png`: mask used for the square minimap
82 * `minimap_overlay_round.png`: overlay texture for the round minimap
83 * `minimap_overlay_square.png`: overlay texture for the square minimap
84 * `object_marker_red.png`: texture for players on the minimap
85 * `player_marker.png`: texture for the own player on the square minimap
87 * `player.png`: front texture of the 2D upright sprite player
88 * `player_back.png`: back texture of the 2D upright sprite player
90 * `progress_bar.png`: foreground texture of the loading screen's progress bar
91 * `progress_bar_bg.png`: background texture of the loading screen's progress bar
93 * `moon.png`: texture of the moon. Default texture is generated by Minetest
94 * `moon_tonemap.png`: tonemap to be used when `moon.png` was found
95 * `sun.png`: texture of the sun. Default texture is generated by Minetest
96 * `sun_tonemap.png`: tonemap to be used when `sun.png` was found
97 * `sunrisebg.png`: shown sky texture when the sun rises
99 * `smoke_puff.png`: texture used when an object died by punching
101 * `unknown_item.png`: shown texture when an item definition was not found
102 * `unknown_node.png`: shown texture when a node definition was not found
103 * `unknown_object.png`: shown texture when an entity definition was not found
105 * `wieldhand.png`: texture of the wieldhand
107 Note: The default textures of `player.png`, `player_back.png` and `wieldhand.png`
108 are placeholders intended to be overwritten by the game.
110 ### Mainmenu textures
112 * `menu_bg.png`: used as mainmenu background when the clouds are disabled
113 * `menu_header.png`: header texture when no texture pack is selected
115 * `no_screenshot.png`
116 * texture when no screenshot was found for a texture pack or mod
118 * `server_flags_creative.png`: icon for creative servers
119 * `server_flags_damage.png`: icon for enabled damage on servers
120 * `server_flags_favorite.png`: icon for your favorite servers
121 * `server_flags_pvp.png`: icon for enabled PvP on servers
138 * `inventory_btn.png`
139 * `rangeview_btn.png`
143 * `rare_controls.png`
148 You can override the textures of a node from a texture pack using
149 texture overrides. To do this, create a file in a texture pack
152 Each line in an override.txt file is a rule. It consists of
154 nodename face-selector texture
158 default:dirt_with_grass sides default_stone.png
160 You can use ^ operators as usual:
162 default:dirt_with_grass sides default_stone.png^[brighten
164 Here are face selectors you can choose from:
166 | face-selector | behavior |
167 |---------------|---------------------------------------------------|
174 | sides | x-, x+, z-, z+ |
175 | all | All faces. You can also use '*' instead of 'all'. |
177 Designing leaves textures for the leaves rendering options
178 ----------------------------------------------------------
180 Minetest has three modes for rendering leaves nodes if the node has the
181 `allfaces_optional` drawtype.
185 Uses the texture specified in the `tiles` nodedef field.
186 The texture should have some transparent pixels and be in the RGBA format so
187 that the transparent pixels can have color information.
188 Faces of every leaves node are rendered even if they are inside a solid volume
189 of leaves; this gives a dense appearance.
193 Uses the texture specified in `tiles` but makes it opaque by converting each
194 transparent pixel into an opaque pixel that uses the color information of that
196 Due to this the `tiles` texture format must be RGBA not 'indexed alpha' to allow
197 each transparent pixel to have color information.
199 The colors of the transparent pixels should be set for a good appearance in
200 `opaque` mode. This can be done by painting the pixels the desired colors then
201 erasing them. Then when saving the texture, use the 'save color information from
202 transparent pixels' option (or equivalent).
206 Uses the texture specified in the `special_tiles` nodedef field if it exists, if
207 not, the `tiles` texture.
208 The `special_tiles` texture should have fewer transparent pixels than the
209 `tiles` texture and be in the 'indexed alpha' format.
211 This mode is between the other two in terms of appearance and rendering load.
212 The nodes are rendered using the `glasslike` drawtype, only showing the surface
213 faces for any solid volume of leaves, not the internal faces.
214 Due to this the `tiles` texture might appear lacking in density, so optionally a
215 `special_tiles` texture can be used to provide a texture with fewer transparent
216 pixels for a denser appearance.