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