fixed some missing commas caused byt he previous groups= change.

This commit is contained in:
Vanessa Ezekowitz 2012-07-13 23:23:39 -04:00
parent f0d13d1a39
commit f63d48b6f2
4 changed files with 477 additions and 5 deletions

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@ -1,5 +1,7 @@
Changelog:
2012-07-13: Fixed some missing commas.
2012-07-13: Added a script to aid in the generation of new textures for mods
that depend on unifieddyes. Moved this changelog from the forum into the
distribution directory. Rewrote the README to contain everything from the

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@ -388,13 +388,13 @@ for i = 1, 12 do
minetest.register_craftitem("unifieddyes:dark_" .. hue .. "_s50", {
description = "Dark " .. hue .. " (low saturation)",
inventory_image = "unifieddyes_dark_" .. hue .. "_s50.png"
inventory_image = "unifieddyes_dark_" .. hue .. "_s50.png",
groups = {dye=1},
})
minetest.register_craftitem("unifieddyes:dark_" .. hue, {
description = "Dark " .. hue,
inventory_image = "unifieddyes_dark_" .. hue .. ".png"
inventory_image = "unifieddyes_dark_" .. hue .. ".png",
groups = {dye=1},
})
@ -406,19 +406,19 @@ for i = 1, 12 do
minetest.register_craftitem("unifieddyes:medium_" .. hue, {
description = "Medium " .. hue,
inventory_image = "unifieddyes_medium_" .. hue .. ".png"
inventory_image = "unifieddyes_medium_" .. hue .. ".png",
groups = {dye=1},
})
minetest.register_craftitem("unifieddyes:" .. hue .. "_s50", {
description = "Bright " .. hue .. " (low saturation)",
inventory_image = "unifieddyes_" .. hue .. "_s50.png"
inventory_image = "unifieddyes_" .. hue .. "_s50.png",
groups = {dye=1},
})
minetest.register_craftitem("unifieddyes:" .. hue, {
description = "Bright " .. hue,
inventory_image = "unifieddyes_" .. hue .. ".png"
inventory_image = "unifieddyes_" .. hue .. ".png",
groups = {dye=1},
})

235
modtemplate.lua Normal file
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-- Generic colored-objects template by Vanessa Ezekowitz ~~ 2012-07-13
-- License: WTFPL
-- Before using this code, consult the README, particularly the "Semi-
-- automatic generation of textures" section at the end, which descibes the
-- use of the gentextures.sh BASH script included in this package. You"ll
-- need to either follow those instructions or create your textures the usual,
-- manual way. Without textures, this code won"t be very useful. :-)
-- When configured properly, this code creates node names that follow the
-- naming convention established in Unified Dyes, such as "mymod:red" or
-- "mymod:dark_yellow_s50".
-- ===========================================================================
-- Edit the next several variables to define what mod this template will
-- generate and how it should behave in general.
-- ===========================================================================
-- First, the standard machine-readable name of your mod
colored_block_modname = "template_mod"
-- Human-readable description of the category of nodes you want to generate
colored_block_description = "My Colored Block"
-- The full node name of the neutral version of your main block as it
-- exists right after crafting or mining it, before any dyes have been
-- applied. Typically, this should refer to the white version of your
-- mod's main block, but it can be anything as long as it makes sense.
neutral_block = colored_block_modname .. ":white"
-- This variable defines just how many of a given block a crafting operation
-- should give. In most cases, the default (1) is correct.
colored_block_yield = "1"
-- If this object should let sunlight pass through it, set this to "true".
-- Otherwise, set it to "false" (the default).
colored_block_sunlight = "false"
-- If the node should be something you can stand on, set this to "true"
-- (the default). Otherwise, set it to false.
colored_block_walkable = "true"
-- What groups should the generated nodes belong to?
colored_block_groups = "{ snappy = 3, flammable = 2 }"
-- What sound should be played when the node is digged?
colored_block_groups = "default.node_sound_leaves_defaults()"
-- ======================================================
-- You shouldn"t need to edit anything below this point.
-- ======================================================
-- ------------------------------------------------------------------
-- Generate all of the base color node definitions and all variations
-- except for the greyscale stuff.
-- Hues are on a 30 degree spacing starting at red = 0 degrees.
-- "s50" in a file/item name means "saturation: 50%".
-- Texture brightness levels for the colors are 100%, 66% ("medium"),
-- and 33% ("dark").
shades = {
"dark",
"medium",
"" -- represents "no special shade name", e.g. bright.
}
shades2 = {
"Dark ",
"Medium ",
"" -- represents "no special shade name", e.g. bright.
}
hues = {
"red",
"orange",
"yellow",
"lime",
"green",
"aqua",
"cyan",
"skyblue",
"blue",
"violet",
"magenta",
"redviolet"
}
hues2 = {
"Red ",
"Orange ",
"Yellow ",
"Lime ",
"Green ",
"Aqua ",
"Cyan ",
"Sky Blue ",
"Blue ",
"Violet ",
"Magenta ",
"Red-violet "
}
greys = {
"black",
"darkgrey",
"mediumgrey",
"lightgrey",
"white"
}
greys2 = {
"Black ",
"Dark Grey ",
"Medium Grey ",
"Light Grey ",
"White "
}
greys3 = {
"black",
"darkgrey_paint",
"mediumgrey_paint",
"lightgrey_paint",
"white_paint"
}
for shade = 1, 3 do
shadename = shades[shade]
shadename2 = shades2[shade]
for hue = 1, 12 do
huename = hues[hue]
huename2 = hues2[hue]
minetest.register_node(colored_block_modname .. ":" .. shadename .. "_" .. huename, {
description = shadename2 .. huename2 .. colored_block_description,
tiles = { colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png" },
inventory_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png",
wield_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png",
sunlight_propagates = colored_block_sunlight,
paramtype = "light",
walkable = colored_block_walkable,
groups = colored_block_groups,
sounds = colored_block_groups
})
minetest.register_node(colored_block_modname .. ":" .. shadename .. "_" .. huename .. "_s50", {
description = shadename2 .. huename2 .. colored_block_description .. " (50% Saturation)",
tiles = { colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png" },
inventory_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png",
wield_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png",
sunlight_propagates = colored_block_sunlight,
paramtype = "light",
walkable = colored_block_walkable,
groups = colored_block_groups,
sounds = colored_block_groups
})
minetest.register_craft( {
type = "shapeless",
output = colored_block_modname .. ":" .. shadename .. "_" .. huename .. " " .. colored_block_yield,
recipe = {
neutral_block,
"unifieddyes:" .. shadename .. "_" .. huename
}
})
minetest.register_craft( {
type = "shapeless",
output = colored_block_modname .. ":" .. shadename .. "_" .. huename "_s50 " .. colored_block_yield,
recipe = {
neutral_block,
"unifieddyes:" .. shadename .. "_" .. huename .. "_s50"
}
})
end
end
-- ============================================================
-- The 5 levels of greyscale.
--
-- Oficially these are 0, 25, 50, 75, and 100% relative to white,
-- but in practice, they're actually 7.5%, 25%, 50%, 75%, and 95%.
-- (otherwise black and white would wash out).
for grey = 1,5 do
greyname = greys[grey]
greyname2 = greys2[grey]
greyname3 = greys3[grey]
minetest.register_node(colored_block_modname .. ":" .. greyname, {
description = greyname2 .. colored_block_description,
tiles = { colored_block_modname .. "_" .. greyname .. ".png" },
inventory_image = colored_block_modname .. "_" .. greyname .. ".png",
wield_image = colored_block_modname .. "_" .. greyname .. ".png",
sunlight_propagates = colored_block_sunlight,
paramtype = "light",
walkable = colored_block_walkable,
groups = colored_block_groups,
sounds = colored_block_groups
})
minetest.register_craft( {
type = "shapeless",
output = colored_block_modname .. ":" .. greyname .. " " .. colored_block_yield,
recipe = {
neutral_block,
"unifieddyes:" .. greyname3
}
})
end
print("[" .. colored_block_modname .. "] Loaded!")

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-- Generic colored-objects template by Vanessa Ezekowitz ~~ 2012-07-13
-- License: WTFPL
-- Before using this code, consult the README, particularly the "Semi-
-- automatic generation of textures" section at the end, which descibes the
-- use of the gentextures.sh BASH script included in this package. You"ll
-- need to either follow those instructions or create your textures the usual,
-- manual way. Without textures, this code won"t be very useful. :-)
-- When configured properly, this code creates node names that follow the
-- naming convention established in Unified Dyes, such as "mymod:red" or
-- "mymod:dark_yellow_s50".
-- ===========================================================================
-- Edit the next several variables to define what mod this template will
-- generate and how it should behave in general.
-- ===========================================================================
-- First, the standard machine-readable name of your mod
colored_block_modname = "mymod"
-- Human-readable description of the category of nodes you want to generate
colored_block_description = "My Colored Block"
-- The full node name of the neutral version of your main block as it
-- exists right after crafting or mining it, before any dyes have been
-- applied. Typically, this should refer to the white version of your
-- mod's main block, but it can be anything as long as it makes sense.
neutral_block = colored_block_modname .. ":white"
-- This variable defines just how many of a given block a crafting operation
-- should give. In most cases, the default (1) is correct.
colored_block_yield = "1"
-- If this object should let sunlight pass through it, set this to "true".
-- Otherwise, set it to "false" (the default).
colored_block_sunlight = "false"
-- If the node should be something you can stand on, set this to "true"
-- (the default). Otherwise, set it to false.
colored_block_walkable = "true"
-- What groups should the generated nodes belong to?
colored_block_groups = "{ snappy = 3, flammable = 2 }"
-- What sound should be played when the node is digged?
colored_block_groups = "default.node_sound_leaves_defaults()"
-- ======================================================
-- You shouldn"t need to edit anything below this point.
-- ======================================================
-- ------------------------------------------------------------------
-- Generate all of the base color node definitions and all variations
-- except for the greyscale stuff.
-- Hues are on a 30 degree spacing starting at red = 0 degrees.
-- "s50" in a file/item name means "saturation: 50%".
-- Texture brightness levels for the colors are 100%, 66% ("medium"),
-- and 33% ("dark").
shades = {
"dark",
"medium",
"" -- represents "no special shade name", e.g. bright.
}
shades2 = {
"Dark ",
"Medium ",
"" -- represents "no special shade name", e.g. bright.
}
hues = {
"red",
"orange",
"yellow",
"lime",
"green",
"aqua",
"cyan",
"skyblue",
"blue",
"violet",
"magenta",
"redviolet"
}
hues2 = {
"Red ",
"Orange ",
"Yellow ",
"Lime ",
"Green ",
"Aqua ",
"Cyan ",
"Sky Blue ",
"Blue ",
"Violet ",
"Magenta ",
"Red-violet "
}
greys = {
"black",
"darkgrey",
"mediumgrey",
"lightgrey",
"white"
}
greys2 = {
"Black ",
"Dark Grey ",
"Medium Grey ",
"Light Grey ",
"White "
}
greys3 = {
"black",
"darkgrey_paint",
"mediumgrey_paint",
"lightgrey_paint",
"white_paint"
}
for shade = 1, 3 do
shadename = shades[shade]
shadename2 = shades2[shade]
for hue = 1, 12 do
huename = hues[hue]
huename2 = hues2[hue]
minetest.register_node(colored_block_modname .. ":" .. shadename .. "_" .. huename, {
description = shadename2 .. huename2 .. colored_block_description,
tiles = { colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png" },
inventory_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png",
wield_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png",
sunlight_propagates = colored_block_sunlight,
paramtype = "light",
walkable = colored_block_walkable,
groups = colored_block_groups,
sounds = colored_block_groups
})
minetest.register_node(colored_block_modname .. ":" .. shadename .. "_" .. huename .. "_s50", {
description = shadename2 .. huename2 .. colored_block_description .. " (50% Saturation)",
tiles = { colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png" },
inventory_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png",
wield_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png",
sunlight_propagates = colored_block_sunlight,
paramtype = "light",
walkable = colored_block_walkable,
groups = colored_block_groups,
sounds = colored_block_groups
})
minetest.register_craft( {
type = "shapeless",
output = colored_block_modname .. ":" .. shadename .. "_" .. huename .. " " .. colored_block_yield,
recipe = {
neutral_block,
"unifieddyes:" .. shadename .. "_" .. huename
}
})
minetest.register_craft( {
type = "shapeless",
output = colored_block_modname .. ":" .. shadename .. "_" .. huename "_s50 " .. colored_block_yield,
recipe = {
neutral_block,
"unifieddyes:" .. shadename .. "_" .. huename .. "_s50"
}
})
end
end
-- ============================================================
-- The 5 levels of greyscale.
--
-- Oficially these are 0, 25, 50, 75, and 100% relative to white,
-- but in practice, they're actually 7.5%, 25%, 50%, 75%, and 95%.
-- (otherwise black and white would wash out).
for grey = 1,5 do
greyname = greys[grey]
greyname2 = greys2[grey]
greyname3 = greys3[grey]
minetest.register_node(colored_block_modname .. ":" .. greyname, {
description = greyname2 .. colored_block_description,
tiles = { colored_block_modname .. "_" .. greyname .. ".png" },
inventory_image = colored_block_modname .. "_" .. greyname .. ".png",
wield_image = colored_block_modname .. "_" .. greyname .. ".png",
sunlight_propagates = colored_block_sunlight,
paramtype = "light",
walkable = colored_block_walkable,
groups = colored_block_groups,
sounds = colored_block_groups
})
minetest.register_craft( {
type = "shapeless",
output = colored_block_modname .. ":" .. greyname .. " " .. colored_block_yield,
recipe = {
neutral_block,
"unifieddyes:" .. greyname3
}
})
end
print("[" .. colored_block_modname .. "] Loaded!")