Place down a Canvas block, you'll see that it extends beyond its node space marking a cube (available in sizes 2, 4, 8, 16 and 32)
The following screenshots show the old texture of the canvas (the one and only 16x16x16) now replaced by a new texture marked 16 just like the ones you can here below:
![Canvas sizes](/screenshots/canvas-sizes.png)
So here is the example using the canvas with size 16 marking its capture space:
Once you're done with your build, go to the Canvas block and right click it: you'll be asked to provide a name for your mesh (you can type any text in there, with uppercases and any symbol):
- the .dat file will contain the original name you have chosen for your mesh, along with some other data (read the section about using custom textures below)
- the .matrix.dat file will contain a serialized version of your build, that may eventually get used to rebuild / reimport it in the game allowing you to alter it (right now you can't import them, so make sure you don't dismantle your build if you want to alter and capture it again)
The above files are saved there only temporarily because mods don't have writing permission in their own folder while the world is running. In order to use your new meshes in the game you need to restart the world.
During world startup the mod will move all the temporary files to the "/models" folder and will load them.
You can't have two meshes with the same name (during the saving process the mod checks both the temporary meshes that haven't been loaded yet and those that have been already moved to the mod's folder).
If you want to delete a mesh you need to delete its files from either the world's folder (if you haven't restarted it since you captured the mesh you want to delete) or from the mod's folder (if such mesh has been already moved by a world reload).
Such new blocks can't be crafted (I plan to make sort of a crafting station where you put some material and chose the model you want to craft), so you either need to give them to yourself or to find them in the Creative inventory. All such meshes show up if you filter for either "wesh" or "mesh".
Looking at the filename (or knowing how the name gets converted) you can also work out the actual nodename to be used in your "/give" or "/giveme" chat command, for example:
- resulting nodename: "wesh:mesh_test_one_VERSION" where "VERSION" will actually be something like "wool" or "plainborder" or whatever other variant has been enabled (see the following section for details about this)
(please consider that the number "16" here above indicates the size of the texture, it has nothing to do with the size of the canvas you use to capture your build)
In order to add a new variant simply add a line with your texture name and make sure you save such texture file in the "/textures" folder of the mod. You can also remove the lines you're not interested in and the mod will not generate those variants.
Have a look at "wool-72.png" to see where each color goes, or use the included [textures-72.xcf](/textures/textures-72.xcf) file (GIMP format) which has layers for adding the borders as well.
- the bottom-right transparent area never gets used
- the used texture for each face will actually be a bit smaller (in the "wool-72.png" file the squares are 18 pixels in side, but the texture will only use a 16x16 square inside of it)
- you're not forced to use any particular size for your texture as long as it's square (I guess, let me know if you find any problems)