
Texel Mcp
io.github.Brunovncsv0.8.1Updated Oct 5, 2026
Minecraft skins and textures as code: JSON specs compiled to PNG, with a review an agent can act on.
Overview
Texel lets an assistant author Minecraft Java Edition skins and textures as JSON specs, compile them to PNG, and act on a structured review.
- What it does
- Texel is a format and toolchain for making Minecraft textures as code. A texture is a JSON spec with a palette and ordered drawing operations addressed to named parts and faces of the model, which a compiler turns into the PNG the game reads. Fourteen MCP tools cover rendering and reviewing a spec, patching by layer id, validating, saving PNG and source to a workspace, expanding families of variants, importing an existing PNG into an editable spec, extracting a palette from a reference image, diffing two specs, and reading bundled docs and examples. Every render comes with a review of errors, warnings, a technical score and pixel-art advice.
- When to use it
- Use it when an assistant should design or edit Minecraft Java Edition player skins, mob textures, armor layers, capes or 16x16 items and blocks, and when you want those edits kept as reviewable, versionable JSON rather than hand-edited pixels. It suits iterative loops where the agent drafts, renders, reads the review and patches specific layers.
- Requirements
- Runs locally over stdio; Node 20 or later is required. Install from the npm package texel-mcp via npx, or as a Claude Code plugin that bundles the server in one file. Writes go to a single workspace directory set by --workspace, TEXEL_WORKSPACE, or the directory the server was started in. No accounts, API keys or headers are declared.
Installation
In SourceWeft
- Open Texel Mcp in the dashboard and add it to a workspace.
- Enable the server for the chats that should use its tools.
Desktop only via STDIO. STDIO servers start a local process, so they need the SourceWeft desktop host.
Other MCP clients
Follow the launch instructions in the repository.
README
Texel
Texel is a format and a toolchain for making Minecraft textures as code. A texture is a JSON
spec: a palette and an ordered list of drawing operations addressed to named parts and faces of
the model (head.front, rightArm.sides@overlay). A compiler turns the spec into the PNG the game
reads, the same bytes every time, and a review returns what is wrong with it as JSON paths, fix
hints, an art score and pixel-art advice. The tools are built for AI agents: an MCP server, a
command-line tool and an Agent Skill, also packaged as a Claude Code plugin.
It covers player skins (classic and slim) and, through layouts, 25 other textures: mobs such as zombies, skeletons, creepers, pigs, wolves and iron golems, armor layers, capes with elytra, and 16 × 16 items and blocks, all in the Java Edition 1.21 texture layouts.
Texel is open source (MIT) and in development, at version 0.8.0. The format is versioned (version: 1)
but may still change between minor releases. Treat everything as a beta. The site
texel.dev.br is built on this toolchain.
[Review sheet of the wizard example: front, back and both sides, then the texture]
The image above is the review sheet the tools return for this spec. It is the wizard example
without its $schema, description, author and tags fields and the layers' note comments,
which do not change the pixels (both compile to the same PNG):
The 64 × 64 texture it compiles to is docs/images/wizard.png.
Installing
The MCP server and the CLI need Node 20 or later.
Claude Code plugin. This repository is a plugin marketplace. The plugin starts the MCP server
from a single bundled file (no npm install) and adds the minecraft-skin-design skill. Files are
written to the project directory.
Or use this prompt. Paste it into the agent you want to use Texel with (Claude Code, Codex, Cursor, Claude Desktop or any other client with MCP support) and it installs the MCP server for you:
Any MCP client. The package is texel-mcp on npm.
This configuration works in Claude Desktop, Cursor, VS Code and other clients that read the usual
mcpServers format:
In Claude Code the same is claude mcp add texel -- npx -y texel-mcp. To run a local build
instead (see Building and testing), point the client at the file:
"command": "node", "args": ["/absolute/path/texel-mcp/dist/texel-mcp.mjs", "--workspace", "/absolute/path/skins"]. plugin/server/texel-mcp.mjs is the same server with its dependencies
bundled, and runs from anywhere with plain node.
CLI. npx -y -p texel-mcp texel-cli build skin.json -o skin.png --sheet sheet.png, or
node dist/texel.mjs ... from a build. It has no dependencies. --help lists the
commands: build, review, patch, sheet, palette, family, import, diff, share,
pull, live, format, layouts and init.
All writes go to one workspace directory: --workspace, $TEXEL_WORKSPACE, or the directory the
server was started in. Paths that resolve outside it are refused. docs/install.md
has the details, including installing the skill by hand.
The spec
A spec has a palette (names for colors, with derived tones such as robe~-1, a step darker and
cooler), an optional legend (one character per color, for pixel rows) and layers, which run in
order. Each layer is one of 17 operations. Twelve are plain drawing (fill, rect, clear,
pixels, points, line, gradient, pattern, noise, shade, copy, mirror), one fixes
symmetry (symmetrize) and four are higher level: material (fabric, leather, metal, fur, knit
and other surfaces), face, hair and lighting.
A layer's target is a selector: parts, faces and a layer, as in head.front, legs.sides,
body.front+back@overlay or arms.top@both. Coordinates are local to each face: (0, 0) is the
top-left pixel of the face as seen from outside the model, and drawing is clipped to the face. A
selector that matches several faces runs the operation once per face, so
{ "op": "rect", "target": "legs.sides", "y": -2, "color": "boots" } paints the bottom two rows all
the way around both legs. Named regions (belt, cuffs, boots, hands, collar) stand in for
row numbers.
Changes are made with patches by layer id ({ "patch": [{ "do": "update", "id": "hair", "set": { "style": "ponytail" } }] }), so a fix round touches only the layers it names. A family document
expands one base spec into variants or a matrix of axes (teams, ranks, factions) by swapping
palettes, turning layers on and off and appending layers. An existing PNG can be imported into an editable spec, one
layer per painted face.
The full reference is docs/spec.md, with a JSON Schema in
schema/skinspec.v1.json. docs/protocol.md describes
the loop an agent is expected to follow (brief, draft, render, review, patch, ship), and
docs/art-guide.md what makes a skin read well at 64 × 64. The same pages are
available to the agent through texel_read_docs and the texel://docs/{page} resources, and the 13
examples in examples/ through texel_get_example.
What the review returns
Every render comes with a review. With a typo in a palette name and in a face name, the relevant part of the answer is:
Errors and warnings point at the JSON path or the face that caused them, and most carry a hint
that names the fix. The score (0 to 100) only measures technical hygiene: errors, holes in the
base layer, blank faces, flat surfaces, too few colors. The art part of the review has its own
score from seven measured checks: R2 to R7 (face readability, lightness contrast between parts,
light from above, surface texture, a designed back, use of the overlay for depth) and a color
count, each with a note on what was measured and a hint. art.advice names classic pixel-art
mistakes found in the texture (pillow shading, shadows that only get darker, static-like noise,
a band that stops at a cube corner) with the faces where they show; it never changes a score. A
next list orders what to fix first.
Whether the texture matches the brief (R1) is never measured. The MCP tools return a review sheet
image (front, back, both sides and the texture, as above) so an agent with vision can judge that
itself, and a text render for models without vision. In clients that support MCP Apps,
texel_render also opens an interactive 3D preview.
Tools
The MCP server has 14 tools, resources for the docs, examples and schemas, the ui://texel/viewer
MCP App and 4 prompts (design_skin, continue_skin, design_family, critique_skin).
How it works
The hard part of drawing a Minecraft texture is not the drawing but the map. A skin's right arm is six rectangles scattered over a 64 × 64 atlas, some mirrored, the overlay layer is a second set of rectangles elsewhere, a pig's body lies on its side so its "top" is the animal's back, and every mob has its own atlas. An agent writing pixels into the atlas directly has to carry that map in its head and gets it wrong in ways it cannot see.
In Texel the compiler owns the map. Each layout is data: its parts as boxes with sizes and UV
origins, which parts are mirrored, which lie turned, and which are cut out by transparency. The
agent addresses rightArm.front in the face's own coordinates, and the compiler maps every pixel
to its place in the atlas. The review, the sheet views, the 3D preview, import and diff read
the atlas back through the same map. That turns a spatial task the agent is bad at into a
symbolic one it is good at: naming parts, choosing colors, ordering layers, and acting on errors
that point at a line of JSON.
Compilation is deterministic. The only randomness is in noise and material, and both use a
seeded generator (the seed defaults to the layer's position), so the same spec gives the same
PNG, byte for byte. That makes a spec something that can be reviewed in a diff, kept in version
control and regenerated in a build.
The code is in src/core (compiler, layouts, review, views, PNG encoding and decoding; no
dependencies and no DOM), src/mcp (the server and the MCP App viewer), src/cli, and src/live
(live sessions and the update check). The MCP server depends on @modelcontextprotocol/server
and zod; the CLI has no dependencies.
Measurements
Measured on an AMD Ryzen 5 7600 (12 threads), Windows 11, Node 22.13.1, with npm run measure
(scripts/measure.ts): each of the 13 bundled examples was compiled 210 times in one process,
the first 10 runs as warm-up, and the table shows the median of the other 200. "Compile + PNG" is
the spec text to an encoded PNG. "Full render" is what texel_render computes: compile, the full
review with art checks and advice, the review sheet and both PNGs. Spec size is the example
file minified with JSON.stringify; PNGs are encoded at zlib level 9, as the tools do.
Across the examples the median is 1.54 ms to compile and encode and 16.5 ms for a full render. Startup of the MCP server and the transfer of the sheet image to the client are not included.
A spec is not smaller than the image it produces: the median minified spec is 1.33 times the size of its PNG, between 1 058 and 3 272 bytes. At a rough 4 bytes per token that is about 265 to 820 tokens per spec; this was not checked with a tokenizer, and JSON usually takes more tokens per byte than prose. The point of the format is not size. A PNG is compressed binary an agent cannot write or edit by hand, while each line of a spec is a decision that can be read, patched and reviewed.
Determinism was checked three ways. Within one process, all 210 runs of each example produced byte-identical PNGs (one distinct SHA-256 per example). A second process gave the same 13 hashes. The CLI, built and installed from the packed npm tarball, produced the same hashes for the four examples that were compared (explorer, knight, creeper, ember-blade). All of this ran on one Windows machine; the CI workflow runs the same test suite on Linux, but identical bytes across operating systems have not been compared directly.
Other counts at version 0.7.0 (0.8.0 adds no layouts or operations): 13 example specs and 1 example family (6 members), 26 layouts plus
25 aliases (husk, stray, elytra, zombified_piglin, mooshroom and others), 17 operations,
and 113 tests in 10 files.
Limitations
- Java Edition only. Bedrock skins and Bedrock geometry are not supported.
- Only the vanilla box models. There are no custom 3D models or geometry, no HD skins (textures are the vanilla sizes) and no emissive maps.
- Layouts follow the Java Edition 1.21 model code: the UV maps were taken from 1.21.4 and 1.21.11 and checked by running vanilla textures through the views. Other versions are not checked. Mobs without a layout (horses, llamas, fish and many others) cannot be painted yet.
- The views and the 3D preview only model 90° turns. Tilted parts, such as the hoglin's head or the witch's hat, are drawn untilted.
- A family can recolor, switch layers on and off and append layers, but it cannot change or remove a layer of the base, so its members share one design: closer to a set of uniforms than a cast of different characters.
- The art score and the craft advice are heuristics. They have not been validated against human judgment, and they say nothing about whether the texture matches the brief. How good a texture looks depends mostly on the agent writing the spec.
texel_share,texel_pulland the short links need texel.dev.br: share links are stored there. Long#z=links work without the site's storage. Live sessions don't: the local server serves its own page, and the site's studio is only needed to edit a session.TEXEL_SITEpoints all of this at another origin.- Once a day the CLI and the server ask texel.dev.br for
version.jsonto tell the agent about a newer release. The request waits at most 1.5 s, carries no data about the user or the specs, and is skipped whenTEXEL_NO_UPDATE_CHECK=1orCIis set.
Building and testing
You need Node 20 or later.
The npm build keeps the MCP SDK and zod as dependencies. The plugin build bundles them into one
file, because a Claude Code plugin has no install step; it is committed, and CI fails if it no
longer matches the source. Docs, examples, schemas and the viewer are embedded in both builds.
SITE_URL at build time changes the site origin baked into the builds and the docs.
Bump the version in package.json, plugin/.claude-plugin/plugin.json and the skill's
metadata.version together, and add a CHANGELOG.md section for it; a test checks both.
License
MIT, see LICENSE. The plugin's single-file server bundles the MCP TypeScript SDK (Apache-2.0, with parts under MIT) and zod (MIT); their licenses are in plugin/server/THIRD_PARTY_NOTICES.md.
Not an official Minecraft product. Not approved by or associated with Mojang or Microsoft.
Source: README.md at commit f2a1ba7
Tools
0Version history
1- v0.8.1LatestOct 5, 2026


