Texture Packs - EverestAPI/Resources GitHub Wiki

Creating a Texture Pack

Table of Contents:

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Mod Setup

Follow the Mod Setup Tutorial to begin setting up your mod.

Create the following folders inside your mod folder. The Graphics folder should be next to the everest.yaml file:

Celeste
- Mods
  - MyExampleMod
    - Graphics

Replacing Textures

Replacing any asset in Everest is quite simple: just add a file in your mod with the same relative path as a vanilla asset.

For textures, this path will always be in a subfolder of the Graphics folder called Atlases. Each Atlas is used for a different part of the game:

  • Gameplay - Pixel-art textures for almost every texture used during gameplay.
  • Gui - High resolution textures for UI elements.
  • Portraits - Character portraits for use in dialog boxes.
  • {Chapter Name} - High resolution textures used in chapter complete screens.

For example, to replace the Forsaken City level logo, you would place the replacement texture in Mods/yourmodname/Graphics/Atlases/Gui/areas/city.png.

Examples of texture packs both with and without SkinModHelper can be found on GameBanana 🔗.

Please note that this will affect vanilla levels as well. This is not what you want if you need custom graphics specifically for your map.

(By the way, if you want to replace Madeline with some other character, you will need 817 sprites. If you do decide to attempt this, you can use the SkinMod Checklist 🔗 to track your progress.)

Modifying Animation Data

Configuration for different textures are stored in the .xml files that are located in the game's Content/Graphics/ folder (not the graphics dump):

  • ForegroundTiles.xml, BackgroundTiles.xml and AnimatedTiles.xml define how tilesets are drawn.
  • CompleteScreens.xml defines how chapter complete screen components are arranged.
  • Sprites.xml, SpritesGui.xml, and Portraits.xml define animation data for some animated sprites (others are defined in code).

This tutorial will not discuss modifying these in detail, and the reference pages for each file format should be consulted to understand how to change them.

Replacing Sounds

Replacing sounds can be done by exporting an FMOD bank with event names that match those in the vanilla project. A guide is available on the Adding Custom Audio page.

SkinModHelper

In order to make managing multiple installed skin mods easier, it is encouraged to configure them to make use of the SkinModHelper mod 🔗. If you do so, make sure to add SkinModHelper as a dependency in your everest.yaml file.

This mod provides an in-game setting that can be used to easily toggle between skin mods, instead of requiring the player to disable and enable each mod to avoid conflicts.

Documentation for setting up a mod with SkinModHelper is available on the SkinModHelper GitHub 🔗.

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