Documentation - Editing - Textures

Textures cover the faces of a map’s cubes. Each one comes from a texture slot in the map’s list, and a variant of a slot changes how it is drawn: its scale, offset, rotation, colour and more. The Textures Tool panel picks, applies and edits them. Press F2 to enter or leave edit mode, and newmap gives an empty world to try things on.

Keys here are the default bind preset’s. Where the legacy preset differs, it is noted as “legacy”; see Bind presets. Texturing acts on the selection, so select some cubes first (see Selecting).

Applying textures

The texture under the selection is the one on the first solid cube in it, on the selected side.

The Textures Tool panel

F4 (legacy F1) opens it on the right, as does the toolbar’s Textures button.

The Textures Tool panel beside a selection textured with slot 40

Picked texture

The top of the Tool panel shows the picked texture: its number and file, and a preview. When it is a variant, a smaller preview beside it shows the slot it comes from; click that to pick the slot instead.

The buttons beside the preview:

Under them:

Texture list

Every texture slot of the map, grouped by where the textures come from. Hover one for its number and file.

Right click a texture, other than the sky (#0) and the default (#1), for its menu:

The menu isn’t available online, and removing and culling can’t be undone. Saving the map writes its slots to the map’s .cfg file.

Texture variants

A variant is a texture slot drawn differently, and a face can use one in place of the slot itself. Toggle texture variant edit shows the variant settings of the selection’s texture, which follow the selection as it moves. A change makes a variant with it, or reuses one that matches, and gives it to the selected faces (to every face of the selected cubes with All cube faces on). The settings are greyed out with nothing selected, and closing the Tool panel drops changes not yet applied.

The variant settings, with the Transform and Other sections open

Transform

Blending

Colour

Shader parameters

Only the settings the texture’s shader uses are shown (vshaderparam).

Grass

The variant’s grass. The slot’s own grass, which its variants start from, is set in Edit texture slot. Settings that show Usual, Map or Shape’s use the usual value, the map’s or the head shape’s.

The vgrass commands under Texture slots set each of these.

Other

Edit texture slot

The slot itself: the image files the texture is made of, and the settings every variant of it starts from. Open it with Edit texture, with Edit slot in the texture list’s right click menu, or from the right click menu of any texture field.

The Edit texture slot Tool panel

Replace texture

Replace textures, in the Textures Tool panel’s … menu, swaps one texture for another on every face that has it. Not available online.

Blend painting

The toolbar’s Blendmap paint button opens the Blendmap paint Tool panel, and P cycles the paint mode. Painting brings out each texture’s blend layer, set in Blending. See Blendmap.

Keys

Key Action
F4 Textures Tool panel (legacy F1)
T Apply the picked texture (legacy Y; T still works)
Ctrl+T Apply the picked texture to every face of the selected cubes
Shift+T Get the selection’s texture (legacy J; Shift+T still works)
I + wheel Apply the map’s textures one after another, from the last used
- Texture every face of the selected cubes, or only the selected side
F8 Recalculate geometry, normals, cubemaps and blending (legacy F4)
P Cycle the blend paint mode

The keys of the texture actions can be changed in the Editor bindings Tool panel.