Reskinning Entities - EverestAPI/Resources GitHub Wiki

This page will explain you how to change the appearance of entities for your map only. If you are working on a texture pack that should apply to the whole game, including vanilla maps, head to How do I make a texture pack?

You should grab the graphics dump 🔗 to be able to use the vanilla sprites as a reference.

The steps to follow depend on which entity you are trying to reskin.

Table of Contents

Entities that are reskinnable out of the box

Spikes

In order to make custom spikes textures:

  • head to Graphics/Atlases/Gameplay/danger/spikes in the graphics dump and copy the spike textures you want to base yourself on.
  • paste those in Mods/yourmod/Graphics/Atlases/Gameplay/danger/spikes/yourmod/campaignname and rename them. For example, custom_down00.png, custom_down01.png, etc. Don't touch anything after the _
  • in Ahorn, right click on your spikes, then in the "Type" field, use yourmod/campaignname/custom

Switch Gates

In order to customize the switch gate block:

  • head to Graphics/Atlases/Gameplay/objects/switchgate in the graphics dump and copy one of block.png, mirror.png, stars.png or temple.png.
  • paste it in Mods/yourmod/Graphics/Atlases/Gameplay/objects/switchgate/yourmod/campaignname/myblock.png.
  • in Ahorn, right click on your switch gate, then in the "Sprite" field, use yourmod/campaignname/myblock

Jump Throughs

In order to customize jumpthru textures:

  • head to Graphics/Atlases/Gameplay/objects/jumpthru in the graphics dump and copy one of them.
  • paste it in Mods/yourmod/Graphics/Atlases/Gameplay/objects/jumpthru/yourmod/campaignname/myjumpthru.png.
  • in Ahorn, right click on your jump through, then in the "Texture" field, use yourmod/campaignname/myjumpthru. Note that you can also change the footstep sounds with the "Surface Index" parameter.

Planets effect

You can have a Planets styleground with custom planets:

  • if you want to use the vanilla planets as a reference, have a look at Graphics/Atlases/Gameplay/bgs/10/smallXX.png and bigXX.png in the graphics dump.
  • drop your custom planets in Mods/yourmod/Graphics/Atlases/Gameplay/bgs/10/yourmod/campaignname/customplanetXX.png, XX being a number starting from 00. You can have as many as you want, the planets displayed will be randomly picked from them.
  • in Ahorn, in the "Size" field for the planets effect, use yourmod/campaignname/customplanet.

Note: if you check the graphics dump, you can see that the Graphics/Atlases/Gameplay/bgs/10/Planets folder has actual planets (instead of stars). You can use those by typing Planets/big and Planets/small in the "Size" field of your planets effect, without having to ship those with your mod!

Reskinning entities through Sprites.xml

In order to check if an entity is reskinnable through Sprites.xml, look for it in Content/Graphics/Sprites.xml. If you find it, this means you can change the appearance of this entity throughout your map, without affecting other maps.

In this example, we are reskinning Theo Crystal.

  • copy Content/Graphics/Sprites.xml into Mods/yourmod/Graphics/yourname/campaignname/Sprites.xml
  • open your copy, and look for Theo Crystal. You will find this:
  <theo_crystal path="characters/theoCrystal/" start="idle">
    <Origin x="32" y="42"/>
    <Loop id="idle" path="idle" delay="0.08"/>
    <Anim id="shatter" path="shatter" delay="0.08" goto="shattered"/>
    <Loop id="shattered" path="shatter" frames="16" delay="0.08"/>
  </theo_crystal>

path="characters/theoCrystal/" means you will find the textures for it in the graphics dump, at Graphics/Atlases/Gameplay/characters/theoCrystal.

  • copy this folder into Mods/yourmod/Graphics/Atlases/Gameplay/yourname/campaignname/theoCrystalReskin, then modify them as you want.
  • in your Sprites.xml copy, edit the path to match the folder you created at the previous step:
  <theo_crystal path="yourname/campaignname/theoCrystalReskin/" start="idle">

⚠️ If there is a slash at the end of the path, don't remove it.

  • in your map metadata in Ahorn, change Sprites to Graphics/yourname/campaignname/Sprites.xml.

You're all set! Now, if you place a Theo crystal, it should use your custom texture in-game.

Other entities

If an entity is not reskinnable out of the box and not in Sprites.xml, you might need to make a code mod to reskin it. Ask around on Discord if you are unsure if a code mod is necessary to reskin your entity.

Existing helpers provide more reskinnable entities:

  • Frost Helper 🔗:
    • Spinners
    • Springs
    • Zip Movers
  • Maddie's Helping Hand 🔗:
    • Touch Switch and Switch Gate icons. Switch gate blocks are reskinnable out of the box (see first part)
    • Refills (for custom particle colors, or for using different sprites in the same map)
    • Swap Blocks
    • Kevins
    • Stars effect
    • Crumble Platforms
  • Lunatic Helper 🔗:
    • Starfield effect with custom particles

Some helpers also allow you to recolor entities:

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