Custom Textures and Resource Packs
TypicalWaypoint generates a resource pack from files under plugins/TypicalWaypoint/. The generated pack contains item models, processed textures, atlas data, shader files, and overlays for newer client formats.
First generated files
On setup, the plugin seeds defaults when needed:
plugins/TypicalWaypoint/waypoints/waypoint_circle.pngplugins/TypicalWaypoint/shaders/core/rendertype_item_entity_translucent_cull.vshplugins/TypicalWaypoint/shaders/core/rendertype_item_entity_translucent_cull.fshplugins/TypicalWaypoint/shaders/typicalwp_26_1_2/core/item.vshplugins/TypicalWaypoint/shaders/typicalwp_26_1_2/core/item.fshplugins/TypicalWaypoint/shaders/typicalwp_26_2/core/item.vshplugins/TypicalWaypoint/shaders/typicalwp_26_2/core/item.fshplugins/TypicalWaypoint/shaders/typicalwp_26_3/core/item.vshplugins/TypicalWaypoint/shaders/typicalwp_26_3/core/item.fsh
Existing shader files are not overwritten. The generated pack declares formats 75 through 97.1: the root shaders cover 1.21.11, typicalwp_26_1_2 covers formats 84 through 87, typicalwp_26_2 applies only to format 88 used by Minecraft 26.2, and typicalwp_26_3 applies exactly to [97, 1] used by released Minecraft 26.3. Intermediate 26.3 development formats are not targeted.
On upgrade, the new 26.3 shader files are seeded only if missing. Run /waypoint pack and distribute the entire generated folder or ZIP, including all overlay directories. No configuration or waypoint-data migration is required. The 26.3 shaders preserve vanilla transparency and glint handling; client rendering still needs in-game validation on both OpenGL and Vulkan with Improved Transparency on and off.
For the 26.2 tearing fix, merge the updated bundled shaders/typicalwp_26_2/core/item.vsh into the corresponding file under plugins/TypicalWaypoint/, preserving your shader customizations. Then run /waypoint pack, distribute the whole generated pack, and reload client resources. The shader and regenerated overlay models must be updated together; replacing only the plugin jar leaves existing administrator shader files unchanged.
Add a texture
- Put a PNG in
plugins/TypicalWaypoint/waypoints/. - Use a filename that can become a model id. Letters, numbers, dots, underscores, and dashes are safest.
- Run
/waypoint pack. - Use the model id with
/waypoint set <name> [waypointTexture].
Example:
plugins/TypicalWaypoint/waypoints/dungeon_exit.pngCommand:
/waypoint set exit dungeon_exitThe plugin lowercases the filename, replaces unsupported characters with underscores, collapses repeated underscores, and removes leading or trailing underscores.
Build outputs
/waypoint pack writes two outputs:
- Zip: path from
resource-pack-output-path, defaultplugins/TypicalWaypoint/build.zip. - Exploded folder: always
plugins/TypicalWaypoint/build/.
The success message includes both paths and the number of model ids included.
Texture processing
Every source PNG is processed before it enters the pack. The plugin writes a sentinel pixel into the top-left pixel so the shader can recognize waypoint textures. Keep source textures as valid PNG files.
The 26.2 and 26.3 overlay models encode their four corners inside that pixel using each texture’s width and height. Keep these models paired with the generated shaders. The base models retain their existing UVs for older clients.
Bundled defaults for developers
The repository includes waypoint-pack/ for authored pack assets and src/main/resources/resource-pack-defaults/ for runtime defaults bundled in the plugin jar. When changing default assets in code, keep both trees in sync.