levelbuild texture names mean the same picture on every base level (matched by pixels, missing village textures copied over in the java builder, clear error otherwise), editor texture choices follow the base

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MineTec committed 2026-11-07 15:27:08 +01:00
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@@ -87,7 +87,7 @@ toggle snapping for this drag. **Shift+click** selects an existing brush without
The options section in the Inspector changes with the primitive. Textures are chosen with a
swatch button: click it for a searchable grid of all textures of the level (names are the
village texture names; `#n` is texture number *n* of the base level, see
village texture names the base level has; `#n` is texture number *n* of the base level, see
[Textures](08-textures.md)). **none** leaves that part out.
| Option | Primitives | Meaning |
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@@ -10,8 +10,10 @@ paint them onto faces.
* A level has up to **127 pages**. Each page has one *blend class* (opaque, cut-out,
semi-transparent …); every texture on it should have the same class.
* Textures are numbered: `#221` is texture 221 of the level. In brush texture fields you can type
`#221` or a name. The names (`grass`, `stone`, `bark` …) are those of the village textures;
other base levels mostly use numbers.
`#221` or a name. The names (`grass`, `stone`, `bark` …) are those of the village textures.
On another base level a name means the same picture wherever that level has it (Village 2 and 3
have most of them); names the base level does not have are left out of the texture grid, and a
brush that uses one is skipped with a warning.
* Brushes can also use flat colours (colour names, or `rgbRRGGBB`).
* The game shows textures in **15-bit colour** (5 bits per channel) with 1 bit of transparency,
so gradients get coarser and soft edges become hard.