update readme, delete obsolete unified dyes textures

This commit is contained in:
Vanessa Ezekowitz 2013-04-30 06:28:26 -04:00
parent a9c803b14f
commit cce31fa00a
111 changed files with 93 additions and 145 deletions

238
README
View File

@ -1,119 +1,89 @@
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, which can be had from one of the links
below.
The purpose of this mod originally was to supply a complete set of colors for
Minetest mod authors to use in their recipes. Since the default dyes mod that
is supplied with Minetest "common" is now usable (via flowers, also included in
"common"), this mod has become more of an extension pack.
In total, this mod provides 89 colors and greys.
Unified Dyes expands the standard dye set from 15 to 90 colors.
IMPORTANT: This mod is not intended to suggest that you should use the entire
palette. Rather, I was hoping people would just choose maybe the dozen or so
most useful colors to use in their mods. The modding template at the bottom of
this post, while intended to render the entire palette, is still just a
template - please trim out the colors and shades you don't actually need.
most useful colors to use in their mods.
Dependencies: Nature Pack OR flowers
Dependencies: default and dye from Minetest "common". This mod will NOT work
without these. This mod will NOT work without these. The default dye mod is
normally activated only in the standard "build" and "minetest_game" games, or perhaps if
someone has a modpack or game that includes them.
Recommends: buckets, junglegrass
Recommends: flowers from common.
License: For the buckets of paint, cc-by-sa 3.0. For everything else, GPL.
License: GPL 2.0 or higher for the code, CC-by-SA 3.0 for the textures.
Install: Unzip the distribution file, rename the resultant
VanessaE-unifieddyes-blahblah folder to just "unifieddyes", and move it into
Minetest's mods folder.
Changelog:
https://github.com/VanessaE/unifieddyes/blob/master/changelog.txt
The Palette:
[ https://github.com/VanessaE/unifieddyes/raw/master/color-swatches.png ]
[ The complete official palette, showing all 84 colors and 5 greys. ]
[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/color-swatches.png ]
[ The official palette, showing 84 colors and 5 greys. ]
In the image above, the "50%" markings on the left next to each shade mean 50%
saturation for all hues in that shade line. Note that the "light" shades don't
have (or need) that variant. For the greys, the percentages shown are of
brightness relative to pure white.
brightness relative to pure white. There are three special cases: Light red
has been aliased to default pink dye, and dark green has been aliased to
default dark greey dye. Brown dye also exists in the default set, it's just
not shown in the palette above.
Usage instructions, technical information
Usage instructions, technical information
=========================================
Getting Started
---------------
First thing's first: you're going to need something in which to contain your
dyes - namely, glass bottles. Making them is very simple: Craft 5 blocks of
glass in a U shape, and you get 15 glass bottles as the output.
First thing's first: you're going to need to harvest some materials to make the
dyes from. For this, you need one or more of the following: roses (red),
tulips (orange), yellow dandelions (yellow), cactus (green), geraniums (blue),
violas (purple), coal (black), or white dandelions (white). Simply wander
around your world and collect whichever of the above you need to get your
colors.
[ https://github.com/VanessaE/unifieddyes/raw/master/empty-bottles.png ]
[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/unifieddyes1.png ]
[ The 8 base colors directly obtainable from a material in the world. ]
Now, let's fill them up with some dye base. Craft six glass bottles with one
piece of jungle grass and one bucket of water, in any positions in the grid.
The result will be 6 individual bottles of uncolored dye base and an empty
bucket.
Simply place one of the above materials into the crafting grid to obtain four
portions of dye in that color From those initial 8 colors, you can directly
fashion another 11, for a total of 19 standard colors (including the various
greys):
[ https://github.com/VanessaE/unifieddyes/raw/master/dye-base.png ]
[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/unifieddyes2.png ]
[ The complete 19-color standard set. ]
Next, we need to harvest some materials to make the pigments themselves from.
For this, you need one or more of the following: roses (red), tulips (orange),
dandelions (yellow), cactus or waterlilies (green), violas (blue), coal
("carbon black"), or stone+junglegrass+water (white, "titanium dioxide").
Simply wander around your world and collect whichever of the above you need to
get your colors.
The standardized colors and their crafting methods are as follows:
Once that's done, simply smelt a flower, coal, or stone to get the associated
pigment. One flower or lump of coal yields 2 portions of pigment powder,
cactus yields 6, while stone yields 10 (of titanium dioxide).
* Red (0°): one rose
* Orange (30°): one tulip, or put one red dye and one yellow dye into the
crafting grid to mix them (yields 2)
* Yellow (60°): one yellow dandelion
* Lime (90°): mix yellow + green (yields 2)
* Green (120°): one cactus, or mix yellow + blue (yields 2)
* Aqua (150°): mix green + cyan (yields 2)
* Cyan (180°): mix green + blue (yields 2)
* Sky blue (210°): mix cyan + blue (yields 2)
* Blue (240°): one geranium
* Violet (270°): one viola, or mix blue + magenta (yields 2).
* Magenta (300°): mix blue + red (yields 2)
* Red-violet (330°): mix magenta + red (yields 2)
Now that you have your pigments, take one bottle of the dye base you made above
and craft it with one portion of a pigment to get a usable bottle of dye of
that color.
[ https://github.com/VanessaE/unifieddyes/raw/master/craft-red-dye.png ]
When all is said and done, the above ingredients and process can be repeated
for all 7 of these "root" colors, resulting in...
[ https://github.com/VanessaE/unifieddyes/raw/master/unifieddyes1.png ]
The 7 "root" color pigments along with their sources and resultant dyes: Red,
Orange, Yellow, Green, Blue, White, and Black.
The 17 Color standard set:
All colors are fashioned using mixtures of the 'root' colors created above.
[ https://github.com/VanessaE/unifieddyes/raw/master/unifieddyes2.png ]
[ The 12 "full" colors and the five grey shades. ]
These 17 colors and greys can be formed using these recipes:
* 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)
* Black (7.5%): smelt one piece of coal (yields 2) -- Note that this dye is
only used with other dyes, not with the paints.
* Dark grey (25%): mix one portion of white paint with two portions of
carbon black powder (not the above black dye) (yields 3)
* Medium grey (50%): mix one white and one carbon black (yields 2)
* Light grey (75%): Mix two white and one carbon black (yields 3)
* White (95%): Craft one piece of jungle grass with one bucket of
water and one portion of titanium dioxide (yields 1).
* Black (7.5%): one piece of coal
* Dark grey (25%): mix one white + two black (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 (95%): one white dandelion.
The degree figures are the colors' hues on a standard HSV color wheel, and are
what I used in the textures supplied with this mod. For the greys, the figures
@ -122,106 +92,81 @@ white. Note that black and white don't go all the way to the bottom/top of the
scale, as doing so may crush some details in textures made in those shades (see
below, regarding semi-automatic texture generation).
Darker/Lighter colors
---------------------
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.
along with the base color from the list above, 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 medium-brightness (66%) version of a given color, mix one portion
the base color 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 light (150% over full) version of a given color, mix one portion of
the base color with one portion of white paint. Yields 2 portions of the final
the base color with one portion of white dye. Yields 2 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.
Dark, low saturation: dark grey dye + color (yields 2), or two blacks + 1 white
+ color (yields 4). For example, dark, low-saturation red = red + dark grey,
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.
Medium brightness, low saturation: medium grey dye + color (yields 2), or black
+ white + color (yields 3). For example, medium, low-saturation green = green
+ medium grey, or green + black + white.
Full, low saturation: light grey + color (yields 2), or 1 black + 2 whites +
color (yields 4). For example, bright, low-saturation blue = blue + light
Full, low saturation: light grey dye + 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.
There is no low-saturation version of the "light" colors.
Red + white always returns default pink dye, and black + green always returns
default dark green dye.
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.
in the file "colors.txt" (which was generated with the bash script
"listcolors.sh"), included in the distribution directory. Note that
listcolors.sh is an example only and was written for a different set of
textures than what Unified Dyes includes now.
Misc. Notes
-----------
If you need to use /give commands, the item names are of the following format:
If you need to use /give commands, the item names for the standard set of 12
regular "full" colors (plus pink, brown, and dark green) is simply "dye:color",
e.g. "dye:red", "dye:pink", or "dye:skyblue". Greys have a similar naming
convention: dye:white, dye:light_grey, dye:grey, dye:dark_grey, or dye:black.
unifieddyes:{"light_" or nothing or "medium_" or "dark_"}{color}{nothing or
"_s50"}.
For everything beyond those initial 19 colors, the item names are of the
following format:
unifieddyes:{"light_" or "medium_" or "dark_"}{color}{nothing or "_s50"}.
For example, low saturation dark yellow is "unifieddyes:dark_yellow_s50", while
bright, full-saturation red is simply "unifieddyes:red". For the greys, the
names are unifieddyes:white_paint, unifieddyes:lightgrey_paint,
unifieddyes:grey_paint, unifieddyes:darkgrey_paint, or unifieddyes:black.
light normal-saturation red-violet would be "unifieddyes:light_redviolet".
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 (_).
Mods should use the replacements= parameter in their crafting recipes, to
return the empty bottles and buckets after they've been used. Something like
this should do in the case of a bottle of dye:
replacements = { { 'unifieddyes:some_color_here', 'unifieddyes:empty_bottle' },
},
Empty bottles can be crafted back into 9-pack sets, which can then be recycled
into glass blocks by smelting them.
the item names follow the same format as the corresponding filenames, save for
having a colon (:) instead of the first underscore (_).
Semi-automatic generation of nodes, crafting recipes, and textures
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.
The template is configured by default to return the empty glass bottles
whenever a dye is used.
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
----------------------------
@ -298,3 +243,6 @@ actually work, and will exit immediately if the any are invalid, missing, etc.
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.
Note that this script does not generate brown and pink variations of your base
texture - you'll have to do those two manually.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 217 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 141 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 447 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 447 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.8 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 447 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 326 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 448 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 405 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 447 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 323 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 340 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 447 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 447 B

Some files were not shown because too many files have changed in this diff Show More