đŧī¸ Your First Image
Turn a PNG into an in-game icon you can embed in item names, chat, and GUIs â using an <image:tutorial:star> tag.
How it worksâ
CraftEngine registers your PNG as a character in a custom font. You "type" the icon using an <image:namespace:id> tag. The player sees an image; the game sees text.
Step 1: place the PNGâ
âŦ Download the star icon and place it at:
resourcepack/assets/tutorial/textures/font/star.png
â ī¸ Don't put font images in
textures/item/ortextures/block/. Those directories belong to the texture atlas and can cause unintended mipmap degradation.
Step 2: define the imageâ
In configuration/, create images.yml:
images:
tutorial:star:
height: 10
ascent: 9
font: tutorial:ui
file: tutorial:font/star
| Field | Required | Description |
|---|---|---|
file | yes | Path to the PNG. .png extension auto-appended. Corresponds to textures/font/star.png |
height | no | Glyph height in pixels. Omit to auto-detect from PNG |
ascent | no | Baseline offset. Higher = image sits higher. Defaults to height - 1 |
font | no | Which font this image belongs to. Defaults to namespace:default |
char | no | The codepoint. Leave blank â CraftEngine auto-assigns a free one, no conflicts |
â ī¸
heightmust be âĨascent. If you need a largerascent, add transparent pixels to the bottom of the PNG to increaseheight.
â ī¸ A single glyph must not exceed 256Ã256 pixels.
đĄ Use a custom font (like
tutorial:ui), notminecraft:default. With a custom font, players can't type the raw icon characters in chat â only your resource pack can render them.
Step 3: use it in an item nameâ
items:
tutorial:star_sword:
material: diamond_sword
data:
item_name: "<!i><white><image:tutorial:star> Star Sword"
/ce reload all, then /ce item get tutorial:star_sword. A star icon prefixes the sword's name.
The <image:namespace:id> tag works anywhere MiniMessage is parsed â item names, lore, chat, GUIs, signs.
Preview & debugâ
/ce debug image tutorial:star
Prints clickable copy buttons in three formats: MiniMessage, MineDown, and RAW JSON.