forked from mtcontrib/unifieddyes
		
	more wording tweaks to README
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							| @@ -171,8 +171,7 @@ the hex value #FF0000 (0 degrees, 100% saturation, pure red) without losing any | ||||
| appreciable #detail. | ||||
|  | ||||
| Save this source texture out with a filename of red_base_whatever.png, where | ||||
| "whatever" is the same name you used in the TEXTURE variable above.  The | ||||
| default cotton setting, thus, would need a filename of red_base_cotton.png. | ||||
| "whatever" is the one-word name of your mod. | ||||
|  | ||||
| If you want to add an image on top of the colored blocks, such as a frame,  | ||||
| which you want to be the same color throughout all of the textures, create it  | ||||
|   | ||||
							
								
								
									
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							| @@ -0,0 +1,208 @@ | ||||
| VanessaE's Unified Dyes | ||||
| ======================= | ||||
|  | ||||
| This is a pretty extensive dyes mod, which has the sole purpose of supplying a  | ||||
| complete set of colors and a few greys, all of which are intended to be used by  | ||||
| other mods as needed to make colored objects.  It uses Ironzorg's Flowers mod  | ||||
| as the source of the actual pigments.  Flowers can be had from one of the links  | ||||
| below, or as part of neko259's Nature Pack. | ||||
|  | ||||
| In total, this mod provides 77 colors and greys. | ||||
|  | ||||
| Dependencies: flowers | ||||
|  | ||||
| Recommends: buckets, junglegrass | ||||
|  | ||||
| License:  For the buckets of paint, cc-by-sa 3.0.  For everything else, WTFPL. | ||||
|  | ||||
|  | ||||
| Usage instructions, technical information | ||||
| ========================================= | ||||
|  | ||||
| Colors | ||||
|  | ||||
| Creating a particular color of dye is pretty simple - just harvest coal,  | ||||
| cactus, or the appropriate flowers and start smelting them and crafting the  | ||||
| results together to get the various colors.  There are 12 base colors, which  | ||||
| are formed as follows (the degree figure is that color's hue on a standard HSV  | ||||
| color wheel, and is what is used in the textures supplied with this mod): | ||||
|  | ||||
| Red (0°):  smelt one rose (yields 2 portions of red dye) | ||||
| Orange (30°):  smelt one tulip (yields 2) or mix red+yellow (yields 2) | ||||
| Yellow (60°):  smelt one yellow dandelion (yields 2) | ||||
| Lime (90°):  mix yellow + green (yields 2) | ||||
| Green (120°): smelt one cactus or one waterlily (yields 2), or mix  | ||||
|               yellow + blue (yields 2) | ||||
| Aqua (150°):  mix green + cyan (yields 2) | ||||
| Cyan (180°):  green + blue (yields 2) | ||||
| Sky blue (210°):  mix cyan + blue (yields 2) | ||||
| Blue (240°): Smelt one viola (yields 2) | ||||
| Violet (270°):  mix blue + magenta (yields 2) or mix  | ||||
|                 2 blues + 1 red (yields 3) | ||||
| Magenta (300°):  Mix blue + red (yields 2) | ||||
| Red-violet (330°):  mix magenta + red (yields 2) | ||||
|  | ||||
|  | ||||
| Greys | ||||
| ----- | ||||
|  | ||||
| There are also three shades of grey plus pure black and pure white (figures in  | ||||
| parenthesis indicate the intended brightness of the shade, relative to white): | ||||
|  | ||||
| Black (0%):  smelt one piece of coal (yields 2) | ||||
| Dark grey (25%):  mix one portion of white paint with two portions of black | ||||
|                   dye (yields 3) | ||||
| Medium grey (50%):  mix one white and one black (yields 2) | ||||
| Light grey (75%):  Mix two white and one black (yields 3) | ||||
| White (100%):  See below. | ||||
|  | ||||
|  | ||||
| White Paint | ||||
| ----------- | ||||
|  | ||||
| To get the white paint mentioned above, first smelt some cobble into smooth  | ||||
| stone as usual.  Then, smelt one smooth stone block to get 10 portions of  | ||||
| Titanium Dioxide.  Finally, craft one portion of that with a bucket of water  | ||||
| and one piece of jungle grass.  Yields one bucket of white paint. | ||||
|  | ||||
|  | ||||
| Darker colors | ||||
| ------------- | ||||
|  | ||||
| To obtain a medium-brightness (66%) version of a given color, mix the desired  | ||||
| base color from the list above with one portion of black dye (for example,  | ||||
| medium lime = lime + black).  All such mixtures yield two portions of the final  | ||||
| color. | ||||
|  | ||||
| To obtain a dark (33%) version of a given color, use two portions of black dye  | ||||
| along with the base color, which yields three portions of the final color. | ||||
|  | ||||
|  | ||||
| Low-saturation colors | ||||
| --------------------- | ||||
|  | ||||
| To get the low saturation (50%) version of one of the base colors, mix one or  | ||||
| more of white, black, or a shade of grey with the desired base color: | ||||
|  | ||||
| Dark, low saturation: dark grey paint + color (yields 2), or two blacks + 1  | ||||
| white + color (yields 4).  For example, dark, low-saturation red = red + dark  | ||||
| grey paint, or red + two black + one white. | ||||
|  | ||||
| Medium brightness, low saturation: medium grey paint + color (yields 2), or  | ||||
| black + white + color (yields 3).  For example, medium, low-saturation green =  | ||||
| green + medium grey, or green + black + white. | ||||
|  | ||||
| Bright, low saturation: light grey + color (yields 2), or 1 black + 2 whites +  | ||||
| color (yields 4).  For example, bright, low-saturation blue = blue + light  | ||||
| grey, or blue + black + 2 white. | ||||
|  | ||||
|  | ||||
| RGB values | ||||
| ---------- | ||||
|  | ||||
| All RGB values and filenames for all colors and shades of grey are represented  | ||||
| in the file "colors.txt" (which is generated with the bash script  | ||||
| "listcolors.sh"), included in the distribution directory. | ||||
|  | ||||
|  | ||||
| Misc. Notes | ||||
| ----------- | ||||
|  | ||||
| If you need to use /give commands, the node names are of the following format: | ||||
|  | ||||
| unifieddyes:{nothing or "medium_" or "dark_"}{color}{nothing or "_s50"}. | ||||
|  | ||||
| For example, low saturation dark yellow would be "unifieddyes:dark_yellow_s50",  | ||||
| while bright, full-saturation red would simply be "unifieddyes:red". | ||||
|  | ||||
| See the texture filenames in the textures/ folder for further hints - all of  | ||||
| the item names follow the same format as the filenames, save for having a colon  | ||||
| (:) instead of the first underscore (_). | ||||
|  | ||||
|  | ||||
| Semi-automatic generation of nodes, crafting recipes, and textures | ||||
| ================================================================== | ||||
|  | ||||
| The modding template | ||||
| -------------------- | ||||
|  | ||||
| Along with this mod, you should also download my modding template, which is  | ||||
| quite easy to transform into whatever mod you want to create that needs  | ||||
| unifieddyes. | ||||
|  | ||||
| It's just a skeleton, but all you should need to do to get started is to rename  | ||||
| the folder to whatever your mod will be named, tweak a few variables near the  | ||||
| start of the template's init.lua, and follow the above instructions regarding  | ||||
| the creation of your textures. | ||||
|  | ||||
| If you do it right, you should end up with a very basic mod giving you craft  | ||||
| and /give access to your various items.  After that part is confirmed working,  | ||||
| just add whatever code you need to the end of the init.lua to define additional  | ||||
| functions, items, crafts, and smelting recipes, etc., as needed by your mod,  | ||||
| and start coding and testing like usual. | ||||
|  | ||||
| This template is not supplied as part of the unifieddyes mod, rather you need | ||||
| fetch it separately from here: | ||||
|  | ||||
| Download Template:  https://github.com/VanessaE/modtemplate/zipball/master | ||||
| ...or browse the code:  https://github.com/VanessaE/modtemplate | ||||
|  | ||||
|  | ||||
| The texture generator script | ||||
| ---------------------------- | ||||
|  | ||||
| Obviously, in order for this mod or the above template to be useful, you'll  | ||||
| need textures.  If you plan to support the entire range of colors offered by  | ||||
| Unified Dyes, there is a BASH script included with that template named  | ||||
| gentextures.sh, which will, with an appropriately- colored and  | ||||
| appropriately-named source texture, and possibly an overlay texture, generate a  | ||||
| complete set of colored and greyscale textures. | ||||
|  | ||||
| The script requires bc (the calculator program) to handle some basic math  | ||||
| regarding the hue adjustments, and Imagemagick's "convert" program handles all  | ||||
| of the actual conversions. | ||||
|  | ||||
| First thing's first though - you need source textures.  Using your favorite image  | ||||
| editor, create a single version of your desired texture.  Draw it in the  | ||||
| brightest, deepest shade of RED you can muster without losing any detail, and  | ||||
| save it out.  Ideally, you will want the average color of the texture, when  | ||||
| taking into account all bright and dark areas, to be as close as possible to  | ||||
| the hex value #FF0000 (0 degrees, 100% saturation, pure red) without losing any  | ||||
| appreciable #detail. | ||||
|  | ||||
| Save this source texture out with a filename of red_base_whatever.png, where | ||||
| "whatever" is the same name you used in the TEXTURE variable above.  The | ||||
| default cotton setting, thus, would need a filename of red_base_cotton.png. | ||||
|  | ||||
| If you want to add an image on top of the colored blocks, such as a frame,  | ||||
| which you want to be the same color throughout all of the textures, create it  | ||||
| now.  It should consist only of those parts of the textures that you want to | ||||
| leave unchanged, with transparency everywhere else.  Save it out using any  | ||||
| filename you want. | ||||
|  | ||||
| Now, run the script (make it executable first, if necessary). | ||||
|  | ||||
| If you didn't need the overlay, you just need to supply one command line  | ||||
| argument: the base name of your mod.  The script will use that parameter as the  | ||||
| basis of its texture filenames. For example: | ||||
|  | ||||
| ./gentextures.sh mymod | ||||
|  | ||||
| If you want to use an overlay also, run the script with the base name as the  | ||||
| first parameter, and the complete filename of your overlay as the second.  For  | ||||
| example: | ||||
|  | ||||
| ./gentextures.sh mymod myoverlay.png | ||||
|  | ||||
| The program will exit immediately if the image(s) you've supplied are invalid,  | ||||
| missing, etc. | ||||
|  | ||||
| Otherwise, the program will iterate through all of the hues and shades that are  | ||||
| supported by unifieddyes (though this is done manually, not by reading anything  | ||||
| from the mod), compositing your overlay image in after the recolor step, if  | ||||
| you're using that option. | ||||
|  | ||||
| All of the output files will be placed in a new folder, generated-textures/ | ||||
|  | ||||
| Use your favorite image browser or file manager to review the results, and if | ||||
| they're right, copy them over to the textures/ folder in your mod. | ||||
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