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Textures list of Various Type
Here are some textures records, collected from some helpers or vanilla. (5/1/2025)
- [All vanilla textures of png format, aka Graphics Dump]
- [Madeline's mini textbox from everest], Appears in some custom maps, such as Into The Jungle
- Recommended subpages to view
You can find those IDs in the corresponding helper's Sprites.xml, then to reskin them in skin's xml
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vanilla
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badeline――― # Baddy badelineBoost-
badeline_Boss――― # Baddy badeline_beambadeline_beam_startbadeline_projectile-
lookoutpayphone
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CollabUtils2
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CollabUtils2_sitBench
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HonlyHelper
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HonlyHelper_CatPetterh
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WorldMapHelper
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WorldMapHelper_playerWorldMapHelper_badeline
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XaphanHelper
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XaphanHelper_player_spinJump――― # Maddy
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MadelineCrystalHelper
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MadelineCrystal.crystal――― # Maddy
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The following should be rename as [CharacterID] in the main config, if you want not to reskin someone else of CelesteNet:
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vanilla
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player――― # Maddy -
player_no_backpack――― # Maddy -
player_badeline――― # Baddy player_playback
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JungleHelper
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junglehelper_madeline_lanternjunglehelper_badeline_lantern
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Here we will introduce some extended animations keys of based on vanilla, you can add those animations to <player> ID.
And some of them not contain a snapshot and original sprites, but you can use your imagination to add them.
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SkinModHelper
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swimSide―――>> used swimming sideways. -
swimDash―――>> used dashing in water. -
dashGrounded―――>> used when landing from a down dash. -
dashSlide―――>> used CrouchDash on ground. the animation canceling when turning backwards. -
swimDashCrouch―――>> CrouchDashing in water. -
dashCrouch―――>> CrouchDash. -
jumpHyper―――>> used when did a Hyper/wavedash. -
jumpSuper―――>> used when did a Super. -
wallBounce―――>> used when did a WallBounce. -
jumpCrazy―――>> used when did an super/hyper/wallbounce, But only last until falls. -
[key]_Up[key]_Down[key]_Side[key]_SideUp[key]_SideDown―――>> Directional dash animations-
takes precedence over[key]_Side[key]_SideUpif the latters do not exist.[key]_SideDown the available keys:dashdashCrouchswimDashswimDashCrouchdreamDashIndreamDashOut
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[key]_carry―――>> extended to when player carrying something,
if you are theo smuggle enthusiast. (Not 100% stable)
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CommunalHelper
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anim_player_elytra_fly―――>> used when player deploy its elytra in some maps.
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XaphanHelper
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XaphanHelper_ceilingIdleXaphanHelper_ceilingMove―――>> used when player grabing the ceiling.
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XaphanHelper_slopeSlide―――>> used when player slideing on slideable slope.
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XaphanHelper_turnAroundXaphanHelper_turnAround_reverseXaphanHelper_turnAround_end
―――>> only used for SoCM, first appeared in Area 3
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Kelper
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kelper_reachDownkelper_reachUpkelper_touch―――>> Interactive animations when interact with its entity
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kelper_nailDownkelper_nailSidekelper_nailUpkelper_nailDown_ground
kelper_nailDiagonalUpkelper_nailDiagonalDown
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AQUA
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aqua_hookidleaqua_hookdownaqua_hookupaqua_hookflip
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aqua_iceslideaqua_icestumble
―――>> when sliding on the aqua iceblock. the latter's sprite almost same as vanillarunStumble
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fliponice―――>> turning animation on iceblock, same asflip. -
aqua_electricshock―――>> touched the lightning with the metal hook (R.I.P.)
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Introduce other somethings by the way... somethings that not only works to players.
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deathExAnim――― # SkinModHelper- can used when entity generating death particles. this will delay it until this anim finish.
- if you want the another anim when entity facing left-side, so this
deathExAnim_Alt.
- if you want the another anim when entity facing left-side, so this
- Note: This animation's position will to be its size center when used in game
- can used when entity generating death particles. this will delay it until this anim finish.
You can find those IDs in the corresponding helper's Sprites.xml, then to reskin them in the map or skin's xml
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SkinModHelper
refillrefillTwo
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ExtendedVariantMode
ExtendedVariantMode_JumpRefill_BlueExtendedVariantMode_JumpRefill_Green
You can find those IDs in the corresponding helper's Sprites.xml, then to reskin them in skin's xml
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CollabUtils2_speedBerry――― # CollabUtils2 -
CollabUtils2_speedBerryExplosion――― # CollabUtils2 -
CollabUtils2_perfectAnimation――― # CollabUtils2 -
CollabUtils2_rainbowBerry――― # CollabUtils2 -
CollabUtils2_ghostRainbowBerry――― # CollabUtils2, Ghost -
CollabUtils2_holoRainbowBerry――― # CollabUtils2 -
CollabUtils2_desaturatedHoloRainbowBerry――― # CollabUtils2 -
CollabUtils2_silverBerry――― # CollabUtils2 -
CollabUtils2_ghostSilverBerry――― # CollabUtils2, Ghost -
goldberry――― # vanilla -
ghostberry――― # vanilla, Ghost -
goldghostberry――― # vanilla, Ghost -
ghostberrySeed――― # vanilla, Ghost, Seed -
goldberrySeed――― # vanilla (Unused), Seed -
goldberryFriend――― # PetStrawberry -
ghostberryFriend――― # PetStrawberry -
moonberry――― # vanilla -
moonghostberry――― # vanilla, Ghost -
moonberryFriend――― # PetStrawberry -
strawberry――― # vanilla -
strawberrySeed――― # vanilla, Seed -
strawberryFriend――― # PetStrawberry
Here we will introduce a method that can modify texture's in-game location, it is universal and not depends on xmls.
- In the same folder as that texture, create a .meta.yaml file with the name of that texture.
- If the texture is "madeline.png", So create "madeline.meta.yaml" flie.
- Write that texture information to the .meta.yaml file you create.
X: [X pixel offset value]
Y: [Y pixel offset value]
Width: [pixel Width of texture] # maybe, game need get its center point
Height: [pixel Height of texture]
Premultiplied: [true/false] # about this i don't know.
- Restart the game to make it work or reload.
This method does not come from SkinModHelper, just included as useful.
(It's really useful, especially when you want bigger player hair, but don't want to modify the player's metadata for correct the offset)