Added a new set of colors: "light" (brightness turned up to 150% over the

full/base colors - no low-saturation versions here).  Re-generated all of the
dyes using my gentextures.sh script, to keep them consistent.  Re-added the
gentextures script to this mod, it's too useful not to include it.
This commit is contained in:
Vanessa Ezekowitz 2012-07-16 10:53:56 -04:00
parent 1384fa32a3
commit 711206099b
94 changed files with 151 additions and 10 deletions

20
README
View File

@ -66,23 +66,30 @@ 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
-------------
Darker/lighter shades
---------------------
To obtain a dark (33% relative to the 'full' version) version of a given color,
use two portions of black dye along with the base color, which yields three
portions of the final color.
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.
To obtain the light (150%) version of a color, mix one portion of the
desired base color with one portion of white paint, which yields two 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:
Except for the "light" colors and the greys, all colors are available in a
reduced-saturation version 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
@ -205,3 +212,4 @@ 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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118
gentextures.sh Executable file
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@ -0,0 +1,118 @@
#!/bin/bash
TEXTURE=$1
COMPOSITE=$2
base_texture="red_base_"$TEXTURE".png"
if [ -z $TEXTURE ] || [ $TEXTURE == "--help" ] || [ $TEXTURE == "-h" ] ; then {
echo -e "\nUsage:"
echo -e "\ngentextures.sh basename [overlay filename]"
echo -e "\nThis script requires one or two parameters which supply the"
echo -e "base filename of the textures, and an optional overlay. The"
echo -e "<basename> is the first part of the filename that your textures"
echo -e "will use when your mod is done. For example, if you supply the"
echo -e "word 'cotton', this script will produce filenames like cotton_red.png"
echo -e "or 'cotton_dark_blue_s50.png'. The texture that this script will"
echo -e "read and recolor is derived from this parameter, and will be of"
echo -e "the form 'red_base_xxxxx.png', where 'xxxx' is the basename."
echo -e "\nYou can also supply an optional overlay image filename."
echo -e "This image will be composited onto the output files after they"
echo -e "have been colorized, but without being modified. This is useful"
echo -e "when you have some part of your base image that will either get"
echo -e "changed unpredictably or undesirably. Simply draw two images -"
echo -e "one containing the whole image to be colored, and one containing"
echo -e "the parts that should not be changed, with transparency where the"
echo -e "base image should show through.\n"
exit 1
} fi
if [[ ! -z $TEXTURE && ! -e $base_texture ]]; then {
echo -e "\nThe basename 'red_base_"$TEXTURE".png' was not found."
echo -e "\nAborting.\n"
exit 1
} fi
if [[ ! -z $COMPOSITE && ! -e $COMPOSITE ]]; then {
echo -e "\nThe requested composite file '"$COMPOSITE"' was not found."
echo -e "\nAborting.\n"
exit 1
} fi
convert $base_texture -modulate 1,2,3 tempfile.png 1>/dev/null 2>/dev/null
if (( $? )) ; then {
echo -e "\nImagemagick failed while testing the base texture file."
echo -e "\nEither the base file 'red_base_"$TEXTURE".png isn't an image,"
echo "or it is broken, or Imagemagick itself just didn't work."
echo -e "\nPlease check and correct your base image and try again."
echo -e "\nAborting.\n"
exit 1
} fi
composite_file=""
if [ ! -z $COMPOSITE ] ; then {
convert $base_texture -modulate 1,2,3 $COMPOSITE -composite tempfile.png 1>/dev/null 2>/dev/null
if (( $? )) ; then {
echo -e "\nImagemagick failed while testing the composite file."
echo -e "\nEither the composite file '"$COMPOSITE"' isn't an image"
echo "or it is broken, or Imagemagick itself just didn't work."
echo -e "\nPlease check and correct your composite image and try again."
echo -e "\nAborting.\n"
exit 1
} fi
composite_file=$COMPOSITE" -composite"
} fi
rm tempfile.png
base_colors="red orange yellow lime green aqua cyan skyblue blue violet magenta redviolet"
echo -e -n "\nGenerating filenames based on "$base_texture
if [ ! -z $COMPOSITE ] ; then {
echo ","
echo -n "using "$COMPOSITE" as an overlay"
} fi
echo -e "...\n"
rm -rf generated-textures
mkdir generated-textures
hue=0
for name in $base_colors ; do
hue2=`echo "scale=10; ("$hue"*200/360)+100" |bc`
echo $name "("$hue" degrees)"
echo " dark"
convert $base_texture -modulate 33,100,$hue2 $composite_file "generated-textures/"$TEXTURE"_dark_"$name".png"
echo " medium"
convert $base_texture -modulate 66,100,$hue2 $composite_file "generated-textures/"$TEXTURE"_medium_"$name".png"
echo " full"
convert $base_texture -modulate 100,100,$hue2 $composite_file "generated-textures/"$TEXTURE"_"$name".png"
echo " light"
convert $base_texture -modulate 150,100,$hue2 $composite_file "generated-textures/"$TEXTURE"_light_"$name".png"
echo " dark, 50% saturation"
convert $base_texture -modulate 33,50,$hue2 $composite_file "generated-textures/"$TEXTURE"_dark_"$name"_s50.png"
echo " medium, 50% saturation"
convert $base_texture -modulate 66,50,$hue2 $composite_file "generated-textures/"$TEXTURE"_medium_"$name"_s50.png"
echo " full, 50% saturation"
convert $base_texture -modulate 100,50,$hue2 $composite_file "generated-textures/"$TEXTURE"_"$name"_s50.png"
hue=$((hue+30))
done
echo "greyscales"
echo " black"
convert $base_texture -modulate 15,0,0 $composite_file "generated-textures/"$TEXTURE"_black.png"
echo " dark grey"
convert $base_texture -modulate 50,0,0 $composite_file "generated-textures/"$TEXTURE"_darkgrey.png"
echo " medium grey"
convert $base_texture -modulate 100,0,0 $composite_file "generated-textures/"$TEXTURE"_mediumgrey.png"
echo " light grey"
convert $base_texture -modulate 150,0,0 $composite_file "generated-textures/"$TEXTURE"_lightgrey.png"
echo " white"
convert $base_texture -modulate 190,0,0 $composite_file "generated-textures/"$TEXTURE"_white.png"

View File

@ -286,8 +286,8 @@ minetest.register_craftitem("unifieddyes:black", {
-- brightness from the above 12 base colors.
-- "s50" in a file/item name means "saturation: 50%".
-- Brightness levels in the textures are 100%, 66%
-- ("medium"), and 33% ("dark").
-- Brightness levels in the textures are 33% ("dark"), 66% ("medium"),
-- 100% ("full" but not so-named), and 150% ("light").
HUES = {
"red",
@ -386,6 +386,15 @@ for i = 1, 12 do
},
})
minetest.register_craft( {
type = "shapeless",
output = "unifieddyes:light_" .. hue .. " 2",
recipe = {
"unifieddyes:" .. hue,
"unifieddyes:white_paint",
},
})
minetest.register_craftitem("unifieddyes:dark_" .. hue .. "_s50", {
description = "Dark " .. hue .. " (low saturation)",
inventory_image = "unifieddyes_dark_" .. hue .. "_s50.png",
@ -411,17 +420,23 @@ for i = 1, 12 do
})
minetest.register_craftitem("unifieddyes:" .. hue .. "_s50", {
description = "Bright " .. hue .. " (low saturation)",
description = "Full " .. hue .. " (low saturation)",
inventory_image = "unifieddyes_" .. hue .. "_s50.png",
groups = {dye=1},
})
minetest.register_craftitem("unifieddyes:" .. hue, {
description = "Bright " .. hue,
description = "Full " .. hue,
inventory_image = "unifieddyes_" .. hue .. ".png",
groups = {dye=1},
})
minetest.register_craftitem("unifieddyes:light_" .. hue, {
description = "Light " .. hue,
inventory_image = "unifieddyes_light_" .. hue .. ".png",
groups = {dye=1},
})
end

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