rewrote part of the README to account for the changes in the gentextures

script, namely the new '-t' switch and clarifying that < 100% alpha is okay to
use.
This commit is contained in:
Vanessa Ezekowitz 2012-07-19 17:52:57 -04:00
parent 132c1ec9f4
commit 2266777a90

30
README
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@ -177,23 +177,26 @@ 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 the hex value #FF0000 (0 degrees, 100% saturation, pure red) without losing any
appreciable #detail. appreciable #detail.
Save this source texture out with a filename of red_base_whatever.png, where Save this source texture out with a filename of whatever_base.png, where
"whatever" is the one-word name of your mod. "whatever" is the one-word name of your mod - for example, mymod_base.png.
If you want to add an image on top of the colored blocks, such as a frame, 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 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 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 leave unchanged, with transparency everywhere else. Save it out using any
filename you want. filename you want.
Now, run the script (make it executable first, if necessary). 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 If you don'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 argument: the base name of your mod. The script will use that parameter as the
basis of its texture filenames. For example: basis of its texture filenames. For example:
./gentextures.sh mymod ./gentextures.sh mymod
The script will then look for mymod_base.png and copy and convert it into
things like mymod_red.png, mymod_dark_blue.png, and so on.
If you want to use an overlay also, run the script with the base name as the 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 first parameter, and the complete filename of your overlay as the second. For
example: example:
@ -208,8 +211,21 @@ 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 from the mod), compositing your overlay image in after the recolor step, if
you're using that option. you're using that option.
All of the output files will be placed in a new folder, generated-textures/ All of the output files will be placed in a new folder, generated-textures/ in
the current directory. Note that the script looks for the above files in the
current directory also.
Use your favorite image browser or file manager to review the results, and if The script has a third mode as well:
they're right, copy them over to the textures/ folder in your mod.
./gentextures.sh -t mymod myoverlay.png
In this mode, the script will leave the base texture mymod_base.png unchanged,
and instead will rotate the colors of the overlay image and then composite that
onto the base texture. The same color changes will happen with the overlay in
this mode, so it's a good idea to make the overlay some fairly saturated shade
of red. Along with that, the base image should be some neutral color; any
color is fine as long as the result is what you wanted.
Use your favorite image browser or file manager to review the results in
generated-textures/, and if they're right, copy them over to the textures/
folder in your mod.