Basically, instead of the server having a file, the client uploads it to the server and caches it until it is changed on the client side, which works in the following directory:
minetestx.x.x/textures/personal/skins
Which then you can place your skins in there and then you just add this line to the conf:
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player_skin = <this is the name>.png
skin_2d = false
To use the default skin, use:
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player_skin =
When the string is empty, Minetest will use the default skin.
To have classic 2D skins, you do this:
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player_skin = <this is the name>.png
player_skin_back = <name>.png
skin_2d = true
This would make a skin system completely de-centralised, and the server holds a cache'd version, unless the client reminds the server to update the cache'd copy.
Because there maybe questionable content, I assume that someone may want to disable the custom skins locally, so you would add to the conf:
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see_custom_skins = false
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see_custom_skins = true
The Minetest server can disable the custom skins with the following line:
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enable_player_skins = false
Enabling them is simple:
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enable_player_skins = true
But, by default, the setting is classed as true.
Also: You could do the same method with texture packs:
minetest.x.x.x/textures/personal/packs/<names of texture packs, essentially the all folder but with different names.>
Which you could then switch pack with the conf line:
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texture_pack = sphax
texture_pack = misa
texture_pack =
^ The above indicates that no texture pack will be used. If it's empty.
The Good:
- Great for people who want custom skins, 2D and 3D, but don't want to use the finite selection from Zeg's Skins Mod.
- No risk of the skin system going offline.
- You could in theory have one skin on one server and another skin on another.
The BAD:
- Possible chance of infected .png files, but I suspect doing this is probably difficult.
- If the Minetest server is using remote_media, then skins might not be written there and therefore skins might not be displayed.