Font Images
Create images which can be used in texts, also known as glyphs and symbols
Font images are custom characters that have a custom texture. You can use font images to create emojis, ranks, GUI and more.
Creating a generic font image
In this example my namespace is my_content (you can decide your own).
Create a
.pngfilecontents/my_content/textures/font/image_1.png.Create a
.ymlfilecontents/my_content/my_config.yml.
info:
namespace: my_content
font_images:
image_1:
path: font/image_1.png
scale_ratio: 9
y_position: 8
Access it ingame using :image_1: placeholder. If you have PlaceholderAPI you can access it using %img_image_1% in various places and other plugins.
Properties
scale_ratio
Resize the image to a specific height and width. Default value is the PNG file height.
y_position
Move the image on the Y axist. Accepts positive and negative.
y_position must be lower or equal to scale_ratio.
This is a limitation of the game and I cannot fix it.
To bypass this limitation you have to create an image with higher height, you can do it by adding some blank pixels on the bottom or on the top of the image.
Built-in Placeholders
You can use these special placeholders in chat, signs, books and in GUIs names.
Image
To show the image in-game you have to write down its name surrounded by : character.
Offset
This is a special placeholder that allows you to move a font image back and forward specifying pixels number.
As you can see you have to write :offset_AMOUNT: (without spaces).
If you would like to change the image's height, you will need to change it's 'y' value.
This is located in the image's configuration.
For example:
You can shift a font image back by 16 pixels by writing
:offset_-16::smile:.You can shift a text back by 16 pixels by writing
:offset_-16:hello.You can shift a font image forward by 16 pixels by writing
:offset_16::smile:.You can shift a text forward by 16 pixels by writing
:offset_16:hello.
PlaceholderAPI Placeholders
Font image
This is the code: %img_NAME% instead of NAME write the font image name.
For example: %img_smile%
Offsets
You can shift text or font images back and forward. For example
You can shift it back of 16 pixels by writing
%img_offset_-16%.You can shift it forward of 16 pixels by writing
%img_offset_16%.
Font Images - Advanced
This is a tutorial for advanced users
Using specific a character
ItemsAdder will automatically decide the custom character for you if you don't include the symbol property at all.
You don't have to worry about it for each emoji/font_image, but if you really need to specify a custom character to be used for the custom font_image you can use the special property symbol.
Example
Minecraft will show the smile emoji every time you write 鄿 in chat.
Creating font images manually
Create a default.json file and handle it on your own.
Some servers may require font images to be created manually for various reasons, for example:
You don't want ItemsAdder to manage the fonts.
You want to use a custom namespace and custom font name for some custom characters.
You want to manage them on your own.
Creating a custom character
Create or edit the file assets/minecraft/font/default.json in your resourcepack.
If you have more entries you have to add a , after the previous entry, for example:
Using a customized json file name
By using a customized json font file you can separate the default font characters from your custom characters.
To do so you just have to create a new json and call it whatever you want, for example my_font.json.
The complete path will be: assets/minecraft/font/my_font.json.
Using a customized json namespace
If you want to further organize your pack you can use a customized namespace for your font file.
To do so you have to create a folder inside assets folder and use it instead of minecraft folder.
The complete path will be (for example): assets/your_namespace/font/my_font.json.
Showing the customized namespace/font name in-game
If you customized the font namespace and/or the font name you have to use a special syntax to show your images in-game.
Example if you set both custom namespace and custom font name:
/tellraw @a [{"text":"Test message!","font":"your_namespace:my_font"}]
Example if you set only custom font name:
/tellraw @a [{"text":"Test message!","font":"my_font"}]
Customize / remove shadow
Requires ItemsAdder 4.0.12 and Minecraft client 1.21.4 or greater
(does not require regenerating the pack)
Example
Custom shadow color

Example
Remove shadow completely

More tutorials
Ranks / prefixesEmojisCommon mistakes
I see only a white square
If you see a white square make sure the height of your image is not greater than the y_position value you set.
To bypass this limitation you have to create an image with higher height.
Images must also not have Uppercase or Bad Characters (eg. *, à, ù, =, $, space etc.) in the filename or in the folders.
Keep in mind that the max size of a font image is 256x256. This is a Minecraft limitation. To bypass this (if you're creating a GUI or HUD) you can split your image in multiple font images and merge them shifting them.
Imprecise HUD shifting
Be sure to have each image size set to a multiple of 2 (2x2, 4x4, 6x6, 8x8, 10x10, etc.)
If you still have problems try to increase/decrease the size by 2 until the wrong shift disappears. This is an approximation problem I cannot fix.
GUI image is colored
You need to specify the GUI image name in the name of the GUI
title: :myimage: My Custom GUI which can be colored by the custom menu plugin automatically. Be sure to add &f before doing :myimage: in the GUI.
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