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Textures Themselves

Roxi edited this page Jul 31, 2026 · 1 revision

Individual Texturing

You've probably ran into issues where your pack breaks when a mod updates because the sprite sheet changed, this feature is for you. Happy Textures can allow for you to simply place the texture itself into the folder rather than the spritesheet with them all. Make sure the texture is named how it would be in the spritesheet, for example, if mySpriteSheet.png had a sprite inside called epicSprite.png, you'd name the file epicSprite.png (and the -hd and -uhd variants accordingly). No more spritesheets for UI textures needed anymore.

Note that levels themselves use these things called Batch Nodes, these require a spritesheet, so trying to replace those textures will not work.

Replaceable Textures

There are a few textures that aren't easily replaceable without affecting the base game, and are thus added for manual sprite overrides in Happy Textures.

For the loading circle in LevelInfoLayer, you can define an outer, center, inner, and progress sprite (normally 200x200 for uhd). Add these within the normal resources of the pack like any other texture, suffixing them with -uhd, -hd, respectively. The names are:

  • play_loading_outer
  • play_loading_center
  • play_loading_inner
  • play_loading_progress

Experimental

Custom Spritesheets

Sometimes you may want to provide a custom spritesheet for the pack to use. Normally these custom sheets will not be loaded by default. Happy Textures will load these if you place them in a spritesheets folder within your texture pack root. You must provide a spritesheet as both the .png and .plist in all the qualities your pack supports. Be careful not to name things too ambiguously in the spritesheet as it may clash with other texture packs. In the future I hope to add a more robust way of handling conflicts but for now, since not many people will use spritesheets, this should work.

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