Vanessa's Photorealistic "HDX" texture packs
These texture packs are intended to provide a nice, realistic look to Minetest, in multiple resolutions to support a reasonable range of graphics power. High- and low-end machines should all do well with these, provided you choose a size appropriate for your hardware. :-)HDX stands for "High Definition Expansion" and refers primarily to the highest resolution size supported by this texture pack set (you can't exactly call 16px "HD" after all :-) ).
Screenshots are at the bottom of this post.
Unless I missed an update somewhere along the way :-) these packs support most of the standard/distribution stuff and a whole bunch of mods! These packs should work with other branches, forks, and versions of Minetest, as long as the texture filenames haven't been changed.
Downloads :
Latest from git, as ZIPs:
64px - 128px - 256px - 512px
... or bowse their respective repositories:
64px - 128px - 256px - 512px
Notes:
These packs use a lot of disk space, up to about 1.4 GB for the 512px version when cloned from the git repository (352 MB of that is imagery, the rest is git history). Note that on rare occasions, the git history will be wiped out, for the sake of size, as it's not very useful in a texture pack, and I always keep my raw project files for any complex images.
I personally recommend using git to manage your copies of these packs if you can. They take more space, but then you don't have to re-download the whole archive every time updates are made.
There are 2554 textures in the 512px size, counting all of the supported games and mods listed below. While the general trend is to increase, the number of textures will sometimes go down, if for example a supported mod is rewritten to need fewer images, or if support for something is dropped (this will generally only happen for very old mods that either stop working, don't exist/can't be downloaded anymore, or have been superseded).
NOTICE: Depending on which game you run and/or how many HDX-supported mods are being used, you may need a fairly modern gaming system to run the larger sizes of these texture packs at respectable frame rates. Some machines may take a LONG time to initialize. The bigger the texture pack size, and the more fancy effects you enable on your client, the more RAM you'll need, as well. (my machine, for example, takes about 52 seconds to start my Dreambuilder testing world while using the 256px pack, while using about 4.3 GB of RAM).
License:
GFDL because of the original images' licenses (most are either CC-By-SA or GPL), or WTFPL if you don't care about licenses. ;-)
Install:
Spoiler
To install, just copy or symlink your HDX texture folder as a whole into {your_minetest_folder}/textures ... Don't just copy the files - copy the whole folder in one go. Start Minetest, go into the Texture Packs tab, and click on the newly-installed pack in the list. Exit the client and re-start.
Spoiler
- Minetest 0.4 or 5.0 engine with...
The standard-issue Minetest Game
Dan Duncombe's Nostalgia game
Dan Duncombe's Realtest (revamped) Game (partial)
Calinou's Carbone Game
Zsoltisawesome's Moontest Game
my Dreambuilder Game (mostly)
- 3dforniture (v1.0, mostly)
- bedrock (2013-10-08)
- bees (v0.5)
- blox (0.6.1)
- bobblocks (0.0.6)
- building_blocks (2013-08-06)
- bushes_classic (partial)
- camo modpack (mostly)
- castles (v0.7)
- caverealms
- coloredwood (2017-01-27)
- conifers (v0.3)
- cottages
- cotton (2012-07-17)
- currency (v0.3)
- default formspec imagery (via PilzAdam's patch)
- ferns (0.1.2)
- flowers (Ironzorgs's and mine)
- gardening (v1.0)
- glooptest
- gloopblocks
- hatches (2011-12-22)
- homedecor (mostly, 64px and up only)
- ilights (2013-06-13
- item_frames (2013-06-01)
- junglegrass (2012-07-12)
- locked_sign (2012-07-02)
- lrfurn (2013-04-28)
- magic_lantern (2011-12-11)
- maptools (2012-05-28)
- mesecons (git)
- mese axe/timber (2012-07-18)
- mese starter kit (2012-03-06)
- moreblocks (2013-02-26)
- moreores (2013-02-20)
- moretrees (2013-04-09)
- mushrooms (2013-10-08)
- nature (nature pack)
- nether (0.1)
- pipeworks (mostly)
- plasticbox
- poisonivy (2013-02-20)
- quartz (2013-06-02)
- signs/signs_lib (xyz's, Pilzadam's, or mine)
- snow (2013-02-09)
- sponges (old and recent)
- stained_glass (git)
- steel (v0.2)
- streets (mostly)
- technic (mostly)
- tiny trees (v1.5)
- titanium (partial)
- tv mod (2012-04-19)
- throwing (Jeija's version, 0.13)
- undergrowth(git, 2013-09-28)
- unifiedbricks (2017-01-27)
- unifieddyes (2017-01-26)
- uranium (partial)
- Valleys Mapgen (mostly)
- vessels (2012-07-30)
- vines and rope (partial)
- wool - all versions (2012-05-16 et al.)
- xdoors/xdoors² (v1)
- xpanes (2012-06-20)
Spoiler
I used The GIMP to process all of the imagery in these texture packs. Inkscape was used to draw and render some of the images before passing them off to The GIMP for post-processing.
These packs supply animated textures where they're called for, unless I missed some. When practical, HDX supplies higher-frame-rate animations.
In these packs, the vast majority of items that are intended only for use within the inventory, crafting grid, or furnace (such as paper, dyes, lumps of coal, the mapping kit, etc.) are drawn at exactly 64 px, regardless of pack's stated resolution, owing to the size those objects are displayed by the engine. Images which are intended to be wielded/used or placed in the world are rendered at the stated resolution. Some images may have larger dimensions than the stated resolution, either as a side effect of UV mapping, or to achieve some effect that doesn't work with lower resolutions. The effective resolution of in-world items should still be as stated (for example, a Homedecor door image is 1024x1024, but it covers two node spaces' worth of detail and has all six sides of the door in a single image).
Most flat images in these texture packs are in JPEG format, except in the smaller sizes. The game will load them just fine, even if it looks like it needs a different file format, owing to the fact that the game can load several different image formats regardless of the filename extension (the extension is ignored). All images that have transparency are in PNG format.
Changelog
https://gitlab.com/VanessaE/hdx-512/raw ... ngelog.txt
(or just browse the commit history)
Where'd this come from?
While making the first version of the 512px size in early 2012, I used Calinou's conversion of Misa's Minecraft texture pack as a rough guide. All textures have since been made starting with one or more high resolution, high quality image files whenever possible, then combined, manipulated, and then eventually scaled down to 512px and below. These images are meant to be superficially similar to Misa's textures, but as realistic as possible.
In many cases, the lower-resolution images have been hand-tweaked after scaling. In some cases, the lower-resolution textures have simply been omitted, if for example too much detail is lost by scaling.
Wherever possible (and where it made sense of course), I used real-life photos of the materials and objects being represented.
Project files:
If you want any of the work files used to produce these images (most of which aren't directly usable as textures without some work), just send me a forum email.
Spoiler

