Description:
Provides a simple way to change skins on the default character mesh.
Forked from prestidigitator's wardrobe mod.
Note: This only provides the default skin. New skins must be registered with the wardrobe. There are many available on the Addi's Open MT-Skin Database. Some skins are provided by wardrobe_outfits.
Licensing:
- Code: MIT
- Textures by prestidigitator: CC0
- character-preview.png created from player_api: (CC BY-SA 3.0)
Usage:
Changing skins is done via a "wardrobe" node, which brings up a form with skin names when you right-click on it. Choosing a skin instantly changes your character's appearance, and this change is kept if you log out.
Registering skins:
There are two ways to register skins:
- adding the filenames to skins.txt located in this mod's directory or the world path (see "Skins file syntax" below)
- using the wardrobe.registerSkin method:
wardrobe.registerSkin(texture, displayname)
- texture: real filename of texture (e.g. "my_skin.png")
- displayname: text shown to player (e.g. "My Skin")
Minetest recognizes skins located in a mod's textures sub-directory (e.g. <mod_path>/textures), <minetest_install>/textures, & textures installed to the current user's home directory:
- on Linux/Unix-like systems, this is ~/.minetest/textures
- on Windows, this is %AppData%/Minetest/textures (only if built with -DRUN_IN_PLACE=FALSE flag)
Skins file syntax:
A comment line starts with two dashes (like in Lua), but must be the only thing on the line:
-- This is a comment and has no effect.
Except for empty lines and comments, each line names a texture (file) and a name, separated by optional whitespace and a colon (:):
texture_file_name.png: My Skin
skin_other_texture_file_name.png: Other Skin
The first string (e.g. "texture_file_name.png") will be passed to the Minetest API just like any other node or item texture. Generally it is simply the whole file name of an image in a mod "texture" directory or texture pack. The second string (e.g. "My Skin") is presented to the player in-world as the name of the texture. If this name is omitted, as in:
texture_file_name.png
skin_other_texture_file_name.png
Then a name is constructed by removing any ".png" suffix any optional "skin_" or "wardrobe_skin_" prefix, and replacing underscores with spaces. So the above skins would be named "texture file name" and "other texture file name", respectively.
To remove a skin that was added elsewhere (for example, to remove a skin in a particular world), prepend a minus sign (-) to the line:
-skin_other_texture_file_name.png
This would remove the "skin_other_texture_file_name.png" skin no matter where it was specified or what name it was given.
Creating a preview image:
If previews are enabled, the mod will use an image following the naming convention <skin_file_name>-preview.png
for the preview. If you want to generate a preview from a skin image, I have created a Python script to do so. It requires the ImageMagick executables to be installed.
There are also templates available if you want to create your own skin.
- Minetest Character Template (OpenGameArt.org)
Settings:
wardrobe.skins_per_page
- determines how many skins are shown on each page
- type: int
- min: 1
- max: 8
- default: 8
wardrobe.previews
- determines if preview images are shown in form
- type: bool
- default: true
Crafting:
See: README
Requirements:
- Minetest minimum version: 5.0
- Depends: default, player_api
- Optional depends: wool (craft recipe)