Special texture file types - webbukkit/dynmap GitHub Wiki
Besides the default format (a grid of xcount by ycount textures), a number of other special texture file formats are supported by Dynmap. The currently defined types include the following:
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GRID - this is the default format, corresponding to an array of square textures <xcount> wide and <ycount> high. Each texture needs to be an even power of 2 pixels across. The index of the textures is ordered from the top left (index=0) moving to the right across the first row (ending with index=<xcount>-1), before advancing to the left edge of the next row (index=<xcount>), and so forth.
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CHEST - this is the format corresponding to the texture layout for small chests. The index values are:
- 0 : Chest top
- 1 : Chest left side
- 2 : Chest right side
- 3 : Chest front side
- 4 : Chest back side
- 5 : Chest bottom
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BIGCHEST - this is the format corresponding to the texture layout for large chests. The index values are:
- 0 : Chest top - left side
- 1 : Chest top - right side
- 2 : Chest front - left side
- 3 : Chest front - right side
- 4 : Chest left side
- 5 : Chest right side
- 6 : Chest back - left side
- 7 : Chest back - right side
- 8 : Chest bottom - left side
- 9 : Chest bottom - right side
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SIGN - this is the format corresponding to the texture layout for signposts. The index values are:
- 0 : Sign front side
- 1 : Sign back side
- 2 : Sign top
- 3 : Sign bottom
- 4 : Sign left side
- 5 : Sign right side
- 6 : Post front side
- 7 : Post back side
- 8 : Post left side
- 9 : Post right side
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SKIN - this is the format corresponding to the texture for a player (or other human shaped skin). The index values are:
- 0 : Face front side
- 1 : Face left side
- 2 : Face right side
- 3 : Face back side
- 4 : Face top
- 5 : Face bottom
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CUSTOM - this is the more flexible format, allowing extraction of arbitrary rectangular textures as indexed textures. The <xcount> and <ycount> values are used to detect the scale of the texture image (working on the assumption that the nominal size of the texture is 16 * <xcount> by 16 * <ycount> pixels). The attributes of the 'texturefile:' definition need to include one 'tile<N>=" attribute for each texture index (where N = 0, 1, 2, etc). The value of the field corresponds to:
tile=:/:
or, optionally:
tile<N>=<source-offset-X>:<source-offset-Y>/<dimension-X>:<dimension-Y>/<dest-offset-X>:<dest-offset-Y>
Where:
- <source-offset-X> is the X coordinate of the top left corner of the texture within the texture file, in scaled pixels
- <source-offset-Y> is the Y coordinate of the top left corner of the texture within the texture file, in scaled pixels
- <dimension-X> is the horizontal texture within the texture file, in scaled pixels
- <dimension-Y> is the vertical texture within the texture file, in scaled pixels
- <dest-offset-X> is the X coordinate of the top left corner of the texture in the destination texture (default is 0), in scaled pixels
- <dest-offset-Y> is the Y coordinate of the top left corner of the texture in the destination texture (default is 0), in scaled pixels