forked from mtcontrib/unifieddyes
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.
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README
28
README
@ -177,8 +177,8 @@ taking into account all bright and dark areas, to be as close as possible to
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the hex value #FF0000 (0 degrees, 100% saturation, pure red) without losing any
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appreciable #detail.
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Save this source texture out with a filename of red_base_whatever.png, where
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"whatever" is the one-word name of your mod.
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Save this source texture out with a filename of whatever_base.png, where
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"whatever" is the one-word name of your mod - for example, mymod_base.png.
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If you want to add an image on top of the colored blocks, such as a frame,
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which you want to be the same color throughout all of the textures, create it
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@ -188,12 +188,15 @@ filename you want.
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Now, run the script (make it executable first, if necessary).
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If you didn't need the overlay, you just need to supply one command line
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If you don't need the overlay, you just need to supply one command line
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argument: the base name of your mod. The script will use that parameter as the
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basis of its texture filenames. For example:
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./gentextures.sh mymod
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The script will then look for mymod_base.png and copy and convert it into
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things like mymod_red.png, mymod_dark_blue.png, and so on.
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If you want to use an overlay also, run the script with the base name as the
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first parameter, and the complete filename of your overlay as the second. For
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example:
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@ -208,8 +211,21 @@ supported by unifieddyes (though this is done manually, not by reading anything
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from the mod), compositing your overlay image in after the recolor step, if
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you're using that option.
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All of the output files will be placed in a new folder, generated-textures/
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All of the output files will be placed in a new folder, generated-textures/ in
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the current directory. Note that the script looks for the above files in the
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current directory also.
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Use your favorite image browser or file manager to review the results, and if
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they're right, copy them over to the textures/ folder in your mod.
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The script has a third mode as well:
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./gentextures.sh -t mymod myoverlay.png
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In this mode, the script will leave the base texture mymod_base.png unchanged,
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and instead will rotate the colors of the overlay image and then composite that
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onto the base texture. The same color changes will happen with the overlay in
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this mode, so it's a good idea to make the overlay some fairly saturated shade
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of red. Along with that, the base image should be some neutral color; any
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color is fine as long as the result is what you wanted.
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Use your favorite image browser or file manager to review the results in
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generated-textures/, and if they're right, copy them over to the textures/
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folder in your mod.
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