Guides for modders
Your mod already works under VSPT. A block with no material of its own gets one worked out from what the game knows about it: stone looks like stone, metal like metal, glass is clear, and a block that glows in vanilla gives light. These guides are for when you want to do better than that.
| Guide | For |
|---|---|
| Materials for your mod | A mod or texture pack that wants relief, shine, metal or glow on its own textures, or on someone else’s |
| Making material packs | Building a material pack from the images your paint program exports, with the vspt-pack kit |
| Light, heat and particles | Glowing blocks, particles that give light, the smithing sparks, hot metal, and your own renderers |
| Material reference | The exact format: every map, channel and rule, and how missing maps are filled in |
Rules for every mod
Section titled “Rules for every mod”Never make your mod depend on vspt. Material files are ordinary assets that do nothing without VSPT, so players
without it can still use your mod.
Keep your maps out of textures/. They go under materials/textures/, in the same layout as your art. The game treats
every PNG in textures/ as a texture, so a stray _n.png there can turn into a random block variant.
The material kit, with vspt-pack.exe, a sample project and the guide, is a download on
Making material packs. VSPT itself only comes from the Mod DB.
An example
Section titled “An example”The Conquest VS Edition material pack covers a whole texture pack. Its repository also has the tool it was made with and notes on how it was made.
Questions
Section titled “Questions”Ask in VSPT’s channel on the Vintage Story Discord. If something you need is missing, open a suggestion on GitHub.
