### Gameplay textures
* `bubble.png`: the bubble texture when the player is drowning
+ (default size: 12×12)
+* `bubble_gone.png`: like `bubble.png`, but denotes lack of breath
+ (transparent by default, same size as bubble.png)
* `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
+ when no texture is found.
+
+* `object_crosshair.png`
+ * the crosshair seen when pointing at an object. The settings
+ `crosshair_color` and `crosshair_alpha` are used to create a cross
+ when no texture is found.
* `halo.png`: used for the node highlighting mesh
* `heart.png`: used to display the health points of the player
+ (default size: 12×12)
+* `heart_gone.png`: like `heart.png`, but denotes lack of health points
+ (transparent by default, same size as heart.png)
* `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_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
+* `no_texture_airlike.png`: fallback inventory image for airlike nodes
+* `no_texture.png`: fallback image for unspecified textures
* `player.png`: front texture of the 2D upright sprite player
* `player_back.png`: back texture of the 2D upright sprite player
* `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
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
+You can override the textures of nodes and items from a
+texture pack using texture overrides. To do this, create one or
+more files in a texture pack called override.txt
Each line in an override.txt file is a rule. It consists of
- nodename face-selector texture
+ itemname target texture
For example,
default:dirt_with_grass sides default_stone.png
-You can use ^ operators as usual:
+or
+
+ default:sword_steel inventory my_steel_sword.png
+
+You can list multiple targets on one line as a comma-separated list:
+
+ default:tree top,bottom my_special_tree.png
+
+You can use texture modifiers, as usual:
default:dirt_with_grass sides default_stone.png^[brighten
-Here are face selectors you can choose from:
+Finally, if a line is empty or starts with '#' it will be considered
+a comment and not read as a rule. You can use this to better organize
+your override.txt files.
+
+Here are targets you can choose from:
-| face-selector | behavior |
+| target | behavior |
|---------------|---------------------------------------------------|
-| left | x- |
-| right | x+ |
-| front | z- |
-| back | z+ |
-| top | y+ |
-| bottom | y- |
-| sides | x-, x+, z-, z+ |
+| left | x- face |
+| right | x+ face |
+| front | z- face |
+| back | z+ face |
+| top | y+ face |
+| bottom | y- face |
+| sides | x-, x+, z-, z+ faces |
| all | All faces. You can also use '*' instead of 'all'. |
+| special1 | The first entry in the special_tiles list |
+| special2 | The second entry in the special_tiles list |
+| special3 | The third entry in the special_tiles list |
+| special4 | The fourth entry in the special_tiles list |
+| special5 | The fifth entry in the special_tiles list |
+| special6 | The sixth entry in the special_tiles list |
+| inventory | The inventory texture |
+| wield | The texture used when held by the player |
+
+Nodes support all targets, but other items only support 'inventory'
+and 'wield'.
+
+### Using the special targets
+
+The special* targets only apply to specific drawtypes:
+
+* `flowingliquid`: special1 sets the top texture, special2 sets the side texture
+* `allfaces_optional`: special1 is used by simple mode, see below
+* `glasslike_framed`: When containing a liquid, special1 sets the liquid texture
+* `glasslike_framed_optional`: Same as `glasslike_framed`
+* `plantlike_rooted`: special1 sets the plant's texture
Designing leaves textures for the leaves rendering options
----------------------------------------------------------