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제작자가 쓴 설명(영어 원문)
Minecraft skins and textures as code: JSON specs compiled to PNG, with a review an agent can act on.
이 세 가지는 절대 하나의 점수로 합치지 않아요. 의견, 측정, 인기는 서로 다른 것이니까요.
이 서버는 아직 쉬운 말로 된 요약을 쓰지 못했어요. 아래는 레지스트리에서 읽어 온 사실이에요.
쓰고 있는 AI 앱을 고른 다음 설정을 복사하세요.
필요한 것
어떤 앱을 쓰세요?
위에서 앱을 고르세요. 기억해 두었다가 다음부터는 버튼에 “…에 설치”라고 표시해요.
Claude Desktop → Settings → Developer → Edit Config를 열고 claude_desktop_config.json에 이 내용을 붙여 넣으세요
{
"mcpServers": {
"texel": {
"command": "npx",
"args": [
"-y",
"texel-mcp"
]
}
}
}터미널에서 이 명령어를 실행하세요
claude mcp add texel -- npx -y texel-mcp프로젝트의 .cursor/mcp.json 또는 ~/.cursor/mcp.json에 붙여 넣으세요
{
"mcpServers": {
"texel": {
"command": "npx",
"args": [
"-y",
"texel-mcp"
]
}
}
}브라우저가 앱을 열지 물어본 다음, 앱이 설정을 보여 주고 확인을 요청해요. 키 값은 비워 두니 직접 입력하세요.
프로젝트의 .vscode/mcp.json에 붙여 넣으세요
{
"servers": {
"texel": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"texel-mcp"
]
}
}
}브라우저가 앱을 열지 물어본 다음, 앱이 설정을 보여 주고 확인을 요청해요. 키 값은 비워 두니 직접 입력하세요.
이 서버는 내 컴퓨터에서 실행되는데, ChatGPT는 인터넷에 있는 서버에만 연결할 수 있어요. 다른 앱을 고르세요.
선택한 앱은 이 기기의 쿠키에만 저장돼요. 계정은 필요 없어요.
이 설정은 제작자의 레지스트리 정보로 만들었어요. README와 다르면 README를 따르세요.
내 컴퓨터에서 실행돼요. 설치하면 AI 앱에 도구 목록이 나타나요.
누구나 볼 수 있는 정보를 점검했고, 코드는 읽지 않았어요. 해당하지 않는 항목은 개수에서 뺐어요. · 2026년 11월 9일 점검
레지스트리 이름이 GitHub 계정 Brunovncs 기준으로 확인되었고, 이 계정이 저장소를 소유하고 있어요
아직 GitHub에서 이 저장소를 읽어 오지 않았어요
아직 GitHub에서 이 저장소를 읽어 오지 않았어요
내 컴퓨터에서 실행되는 서버라 인터넷 엔드포인트가 없어요
내 컴퓨터에서 실행되며, 대신 로컬 설정을 사용해요
내 컴퓨터에서 실행돼요. 도구 목록은 인터넷 엔드포인트가 있는 서버에서만 읽을 수 있어요
레지스트리에서 이 카테고리의 활성 서버 전체와 비교했어요. 스타는 게시자가 저장소를 소유한 경우에만 세요.
해당하는 기본 점검 1개 중 1개를 통과했어요. 코드는 읽지 않았어요. 키나 토큰을 넣기 전에 서버가 어떤 권한을 요구하는지 확인하고, 꼭 필요한 권한만 있는 키를 쓰세요.
레지스트리에 필수 키가 나와 있지 않아요. 다만 처음 쓸 때 로그인을 요구하는 서버도 있어요.
내 컴퓨터에서 실행돼요. AI 앱이 필요할 때 실행하고, 데이터는 제작자의 서버를 거치지 않아요(서버 자체가 온라인 서비스를 호출하는 경우는 제외).
GitHub 저장소는 마지막으로 – 변경됐고, 최신 버전(0.9.2)은 34일 전 레지스트리에 올라왔어요.
Claude Desktop, Claude Code, Cursor, VS Code처럼 MCP를 지원하는 앱에서 쓸 수 있어요. 내 컴퓨터에 Node.js도 있어야 해요.
같은 카테고리에는: GitHub, Desktop Commander, Cloudflare MCP
같은 카테고리에서 다른 제작자가 만든 서버예요. 스타 순으로 정렬했어요.
카드 보는 법:↓ 주간 다운로드i★ GitHub 스타i세 기둥: 리뷰 · 점검 · 사용 정도i업데이트 = 최신 버전을 레지스트리에 공개한 날i
Connect AI assistants to GitHub - manage repos, issues, PRs, and workflows through natural language.
MCP server for terminal commands, file operations, and process management
제작자의 저장소에서 쓰인 그대로 가져왔어요. PopNx MCP가 검토하거나 보증한 내용이 아니에요. HTML, 이미지, 스크립트는 제거했어요. 링크를 누르면 이 사이트를 벗어나요.
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, 68 other textures, all in the Java Edition 1.21 texture layouts: 57 mob textures (zombies, skeletons, creepers, horses, llamas, foxes, bees, axolotls, illagers, wardens, golems and more), armor layers, capes with elytra, items, blocks with their top and side files (logs, grass, furnaces), plants, GUI sprites, particles and paintings. Textures can animate and glow, and a set of specs builds a resource pack that Texel also checks.
Texel is open source (MIT) and in development, at version 0.9.0. 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.
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):
{
"version": 1, "name": "Star Wizard", "model": "classic", "palette": { "skin": "#e0ac7e", "robe": "#2f4fb0", "gold": "#e8c34a", "beard": "#dcdcdc", "eyes": "#3a6fd9", "boots": "#4a3324", "star": "#fff1a8" }, "layers": [ { "op": "material", "target": "all", "color": "skin", "kind": "skin" }, { "op": "material", "target": "body+arms", "color": "robe", "kind": "fabric" }, { "op": "material", "target": "legs", "color": "robe~-1", "kind": "fabric" }, { "op": "material", "target": "arms", "region": "hands", "color": "skin", "kind": "skin" }, { "op": "rect", "target": "arms.sides", "region": "cuffs", "color": "gold" }, { "op": "material", "target": "legs", "region": "boots", "color": "boots", "kind": "leather" }, { "op": "face", "id": "face", "skin": "skin", "eyes": "eyes", "brows": "beard", "beard": "full", "beardColor": "beard", "mouth": "smile" }, { "op": "hair", "id": "hair", "color": "beard", "style": "long", "fringe": "parted" }, { "op": "lighting" }, { "op": "rect", "target": "body.sides", "region": "belt", "color": "gold" }, { "op": "points", "target": "body.front", "points": [[3, 8], [4, 8]], "color": "gold~-2" }, { "op": "points", "target": "body.front+back", "points": [[1, 2], [6, 4], [2, 6], [5, 10]], "color": "star" }, { "op": "points", "target": "legs.front", "points": [[1, 1], [2, 4]], "color": "star" }, { "op": "material", "id": "hood", "target": "body.back@overlay", "y": 0, "h": 3, "color": "robe~-1", "kind": "fabric" }, { "op": "rect", "target": "body.front@overlay", "region": "collar", "color": "gold~-1" }, { "op": "rect", "target": "arms.sides@overlay", "region": "cuffs", "color": "gold~1" } ] }
The 64 × 64 texture it compiles to is docs/images/wizard.png.
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.
/plugin marketplace add Brunovncs/texel-mcp
/plugin install texel@texel
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:
Install the Texel MCP server for me (https://github.com/Brunovncs/texel-mcp).
node --version). If it is not, stop and tell me.node --version must print a version number.
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:
{
"mcpServers": { "texel": { "command": "npx", "args": ["-y", "texel-mcp", "--workspace", "/absolute/path/skins"] } } }
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, pack, check-pack, share, pull, live, format, layouts and init. Exit codes: 0 done, 1 the spec, family or pack has errors, 2 bad usage.
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.
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 18 operations. Twelve are plain drawing (fill, rect, clear, pixels, points, line, gradient, pattern, noise, shade, copy, mirror), one fixes symmetry (symmetrize) and five are higher level: material (fabric, leather, metal, fur, knit and other surfaces), face, hair, lighting and bevel (raised and inset frames in the vanilla GUI style). Any operation marked "emissive": true also paints the texture's glow map, _eyes.png.
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. The same patches make animation frames ("animation": { "frames": [{}, { "patch": [...] }] } compiles to a strip and its .png.mcmeta, or one file per frame for particles) and family members: a family expands one base spec into variants or a matrix of axes (teams, ranks, factions) by swapping palettes, turning layers on and off, patching base layers by id and appending layers, so its members can be different characters, not only recolors. An existing PNG can be imported into an editable spec, one layer per painted face, and import --pixelize first turns any picture (concept art, an HD skin) into a texture of the layout's size.
asset says where a texture goes in a resource pack (mobs default to the vanilla file they replace). pack builds the pack from specs and families, with pack.mcmeta for a Minecraft version (1.21 to 1.21.11) and, on request, the models, block states and item definitions a new item or block needs; check-pack checks any pack: its format and versions, file names, PNGs, .mcmeta animations and GUI scaling, entity texture sizes, references to missing models or textures and unused textures.
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 19 examples in examples/ through texel_get_example.
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:
{
"ok": false, "score": 38, "issues": [ { "level": "error", "code": "bad-color", "path": "$.layers[1].color", "message": "unknown color or palette key \"clth\"", "hint": "did you mean \"cloth\"?" }, { "level": "error", "code": "bad-selector", "path": "$.layers[2].target", "message": "unknown face \"frnt\"", "hint": "did you mean \"front\"?" }, { "level": "warning", "code": "blank-face", "path": "head.front", "message": "the face (head.front) uses fewer than 3 colors and will read as blank", "hint": "draw eyes, brows and a mouth with a \"pixels\" op on head.front" } ] }
Errors and warnings point at the JSON path or the face that caused them, and most carry a hint that names the fix. Codes are stable across releases and listed with their meaning in docs/spec.md (ISSUE_CODES in code); a test keeps the list equal to what the source can report. Block textures also get their tiling measured: how much harder each edge breaks than the texture's own neighbors where copies meet (stats.seams, tile-seam). 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
앞부분만 보여 드려요. 나머지는 저장소에서 읽어 보세요