Updated Texture Definition Files (markdown)

mikeprimm 2013-11-25 20:15:43 -08:00
parent 3db0340205
commit e2c975d521
1 changed files with 6 additions and 6 deletions

@ -14,11 +14,11 @@ To specify the relative path to use for loading textures, the 'texturepath:' lin
Once the path is specified, texture files needed to render the blocks need to be individually specified, using the 'texture:' line. Each such line is formatted as follows:
texture:id=\<texture-id\>
texture:id=<texture-id>
Where the <texture-id> is both the identifier that will be used to refer to the texture within the definition file, and is the base part of the file name to be used to load the texture file (by appending the <texture-id> to the texturepath, and then appending the '.png' extension - for example, an ID of 'test123' would load the texture resource assets/biomesoplenty/textures/blocks/tes123.png, given the previous texturepath example). If the ID needs to be different from the filename, the full filename can be specified:
texture:id=\<texture-id\>,filename=\<full-filename\>
texture:id=<texture-id>,filename=<full-filename>
For example,
@ -26,13 +26,13 @@ For example,
For cases where a texture file contains more than one texture, the number of textures horizontally (the xcount) and vertically (the ycount) can be specified:
texture:id=\<texture-id\>,xcount=\<xcount\>,ycount=\<ycount\>
texture:id=<texture-id>,xcount=<xcount>,ycount=<ycount>
In this case, the file will be loaded and divided into the grid specified. The individual textures are indexed by a row-ordered index: \<column-base-zero\> + \<xcount\>*\<row-base-zero\> : so, the first texture in the top-left corner of the grid is index 0, the next to the right is 1, etc. until the first one on the next row (which is index *xcount*)). For single texture files (the default), only the index 0 is used.
Some texture files are specially formatted: with textures defined at locations within the file other than a simple grid (for example, the texture files for chests or for players or mobs). In these cases, see [[Special Texture File Types]] for details on the supported types. In these cases, the 'format' attribute is used to define the layout of the file:
texture:id=\<texture-id\>,format=\<file-format\>
texture:id=<texture-id>,format=<file-format>
### Defining Textures For 1.5.x
The textures for Minecraft v1.5.x were handled in a similar way as those of v1.6.x, but with some key differences:
@ -41,7 +41,7 @@ The textures for Minecraft v1.5.x were handled in a similar way as those of v1.6
In the case of v1.5.x mods, the 'texturemod:' line can be used to specify the specific name to be used for the texture path (the value of \<modname\> in 'mods/<modname>/textures/blocks'). If not specified, the \<modname\> defaults to the name provided in the file's 'modname:' line. So, for v1.5.x style mods, using the line:
texturemod:\<modname\>
texturemod:<modname>
is the equivalent of using the line
@ -57,7 +57,7 @@ Before v1.5.x, there were no consistent conventions used by Minecraft Forge mods
## Texture References
Once needed textures have been loaded, a number of different directives can be used to specify the mapping of textures on to the various surfaces of the blocks defined for the mod. In all cases, the references to a specific texture is done through a combination of the index of the texture within the texture file (always 0 for single texture texture-files) and the value of the 'id' attribute specified in the 'texture:' or 'texturefile:' directive. In general, the format is as follows:
\<index\>:\<texture-id\>
<index>:<texture-id>
On all block definition directives, there is an option to specify a default texture ID to be used for any references that lack the ":\<texture-id\>" suffix: the 'txtid=' attribute. By specifying the 'txtid=\<texture-id\>' attribute, a reference to '\<index\>' becomes equivalent to '\<index\>:\<texture-id\>'. Texture index values are limited to values between 0 and 999, inclusively.