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
67 * `bubble_gone.png`: like `bubble.png`, but denotes lack of breath
68 (transparent by default, same size as bubble.png)
70 * `crack_anylength.png`: node overlay texture when digging
73 * the crosshair texture in the center of the screen. The settings
74 `crosshair_color` and `crosshair_alpha` are used to create a cross
75 when no texture is found.
77 * `object_crosshair.png`
78 * the crosshair seen when pointing at an object. The settings
79 `crosshair_color` and `crosshair_alpha` are used to create a cross
80 when no texture is found.
82 * `halo.png`: used for the node highlighting mesh
84 * `heart.png`: used to display the health points of the player
86 * `heart_gone.png`: like `heart.png`, but denotes lack of health points
87 (transparent by default, same size as heart.png)
89 * `minimap_mask_round.png`: round minimap mask, white gets replaced by the map
90 * `minimap_mask_square.png`: mask used for the square minimap
91 * `minimap_overlay_round.png`: overlay texture for the round minimap
92 * `minimap_overlay_square.png`: overlay texture for the square minimap
93 * `no_texture_airlike.png`: fallback inventory image for airlike nodes
94 * `object_marker_red.png`: texture for players on the minimap
95 * `player_marker.png`: texture for the own player on the square minimap
97 * `player.png`: front texture of the 2D upright sprite player
98 * `player_back.png`: back texture of the 2D upright sprite player
100 * `progress_bar.png`: foreground texture of the loading screen's progress bar
101 * `progress_bar_bg.png`: background texture of the loading screen's progress bar
103 * `moon.png`: texture of the moon. Default texture is generated by Minetest
104 * `moon_tonemap.png`: tonemap to be used when `moon.png` was found
105 * `sun.png`: texture of the sun. Default texture is generated by Minetest
106 * `sun_tonemap.png`: tonemap to be used when `sun.png` was found
107 * `sunrisebg.png`: shown sky texture when the sun rises
109 * `smoke_puff.png`: texture used when an object died by punching
111 * `unknown_item.png`: shown texture when an item definition was not found
112 * `unknown_node.png`: shown texture when a node definition was not found
113 * `unknown_object.png`: shown texture when an entity definition was not found
115 * `wieldhand.png`: texture of the wieldhand
117 Note: The default textures of `player.png`, `player_back.png` and `wieldhand.png`
118 are placeholders intended to be overwritten by the game.
120 ### Mainmenu textures
122 * `menu_bg.png`: used as mainmenu background when the clouds are disabled
123 * `menu_header.png`: header texture when no texture pack is selected
125 * `no_screenshot.png`
126 * texture when no screenshot was found for a texture pack or mod
128 * `server_flags_creative.png`: icon for creative servers
129 * `server_flags_damage.png`: icon for enabled damage on servers
130 * `server_flags_favorite.png`: icon for your favorite servers
131 * `server_flags_pvp.png`: icon for enabled PvP on servers
148 * `inventory_btn.png`
149 * `rangeview_btn.png`
153 * `rare_controls.png`
158 You can override the textures of nodes and items from a
159 texture pack using texture overrides. To do this, create one or
160 more files in a texture pack called override.txt
162 Each line in an override.txt file is a rule. It consists of
164 itemname target texture
168 default:dirt_with_grass sides default_stone.png
172 default:sword_steel inventory my_steel_sword.png
174 You can list multiple targets on one line as a comma-separated list:
176 default:tree top,bottom my_special_tree.png
178 You can use texture modifiers, as usual:
180 default:dirt_with_grass sides default_stone.png^[brighten
182 Finally, if a line is empty or starts with '#' it will be considered
183 a comment and not read as a rule. You can use this to better organize
184 your override.txt files.
186 Here are targets you can choose from:
188 | target | behavior |
189 |---------------|---------------------------------------------------|
196 | sides | x-, x+, z-, z+ faces |
197 | all | All faces. You can also use '*' instead of 'all'. |
198 | special1 | The first entry in the special_tiles list |
199 | special2 | The second entry in the special_tiles list |
200 | special3 | The third entry in the special_tiles list |
201 | special4 | The fourth entry in the special_tiles list |
202 | special5 | The fifth entry in the special_tiles list |
203 | special6 | The sixth entry in the special_tiles list |
204 | inventory | The inventory texture |
205 | wield | The texture used when held by the player |
207 Nodes support all targets, but other items only support 'inventory'
210 ### Using the special targets
212 The special* targets only apply to specific drawtypes:
214 * `flowingliquid`: special1 sets the top texture, special2 sets the side texture
215 * `allfaces_optional`: special1 is used by simple mode, see below
216 * `glasslike_framed`: When containing a liquid, special1 sets the liquid texture
217 * `glasslike_framed_optional`: Same as `glasslike_framed`
218 * `plantlike_rooted`: special1 sets the plant's texture
220 Designing leaves textures for the leaves rendering options
221 ----------------------------------------------------------
223 Minetest has three modes for rendering leaves nodes if the node has the
224 `allfaces_optional` drawtype.
228 Uses the texture specified in the `tiles` nodedef field.
229 The texture should have some transparent pixels and be in the RGBA format so
230 that the transparent pixels can have color information.
231 Faces of every leaves node are rendered even if they are inside a solid volume
232 of leaves; this gives a dense appearance.
236 Uses the texture specified in `tiles` but makes it opaque by converting each
237 transparent pixel into an opaque pixel that uses the color information of that
239 Due to this the `tiles` texture format must be RGBA not 'indexed alpha' to allow
240 each transparent pixel to have color information.
242 The colors of the transparent pixels should be set for a good appearance in
243 `opaque` mode. This can be done by painting the pixels the desired colors then
244 erasing them. Then when saving the texture, use the 'save color information from
245 transparent pixels' option (or equivalent).
249 Uses the texture specified in the `special_tiles` nodedef field if it exists, if
250 not, the `tiles` texture.
251 The `special_tiles` texture should have fewer transparent pixels than the
252 `tiles` texture and be in the 'indexed alpha' format.
254 This mode is between the other two in terms of appearance and rendering load.
255 The nodes are rendered using the `glasslike` drawtype, only showing the surface
256 faces for any solid volume of leaves, not the internal faces.
257 Due to this the `tiles` texture might appear lacking in density, so optionally a
258 `special_tiles` texture can be used to provide a texture with fewer transparent
259 pixels for a denser appearance.