From f6a33a1a7a298cb7d3fb18818bae97bd1b89d633 Mon Sep 17 00:00:00 2001 From: Dániel Juhász Date: Fri, 25 Aug 2017 11:20:53 +0000 Subject: Overlays for wield and inventory images (#6107) * Overlays for wield and inventory images --- doc/lua_api.txt | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) (limited to 'doc') diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 20c3e5a92..5b071d626 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -588,7 +588,11 @@ other. This allows different hardware coloring, but also means that tiles with overlays are drawn slower. Using too much overlays might cause FPS loss. -To define an overlay, simply set the `overlay_tiles` field of the node +For inventory and wield images you can specify overlays which +hardware coloring does not modify. You have to set `inventory_overlay` +and `wield_overlay` fields to an image name. + +To define a node overlay, simply set the `overlay_tiles` field of the node definition. These tiles are defined in the same way as plain tiles: they can have a texture name, color etc. To skip one face, set that overlay tile to an empty string. @@ -4146,7 +4150,9 @@ Definition tables {bendy = 2, snappy = 1}, {hard = 1, metal = 1, spikes = 1} inventory_image = "default_tool_steelaxe.png", + inventory_overlay = "overlay.png", -- an overlay which does not get colorized wield_image = "", + wield_overlay = "", palette = "", --[[ ^ An image file containing the palette of a node. -- cgit v1.2.3