forked from mtcontrib/unifieddyes
301 lines
13 KiB
Plaintext
301 lines
13 KiB
Plaintext
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, which can be had from one of the links
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below.
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In total, this mod provides 89 colors and greys.
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IMPORTANT: This mod is not intended to suggest that you should use the entire
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palette. Rather, I was hoping people would just choose maybe the dozen or so
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most useful colors to use in their mods. The modding template at the bottom of
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this post, while intended to render the entire palette, is still just a
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template - please trim out the colors and shades you don't actually need.
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Dependencies: Nature Pack OR 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, GPL.
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Install: Unzip the distribution file, rename the resultant
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VanessaE-unifieddyes-blahblah folder to just "unifieddyes", and move it into
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Minetest's mods folder.
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Changelog:
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https://github.com/VanessaE/unifieddyes/blob/master/changelog.txt
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The Palette:
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[ https://github.com/VanessaE/unifieddyes/raw/master/color-swatches.png ]
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[ The complete official palette, showing all 84 colors and 5 greys. ]
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In the image above, the "50%" markings on the left next to each shade mean 50%
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saturation for all hues in that shade line. Note that the "light" shades don't
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have (or need) that variant. For the greys, the percentages shown are of
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brightness relative to pure white.
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Usage instructions, technical information
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=========================================
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Getting Started
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---------------
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First thing's first: you're going to need something in which to contain your
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dyes - namely, glass bottles. Making them is very simple: Smelt some sand or
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desert sand into glass blocks as usual, then put one glass block back into the
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furnace to smelt it into a 9-pack of glass bottles.
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[ https://github.com/VanessaE/unifieddyes/raw/master/bottle-9-pack.png ]
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Now, let's fill them up with some dye base. Take one 9-pack of bottles and
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craft it with one piece of jungle grass and one bucket of water. The result
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will be nine individual bottles of uncolored dye base and an empty bucket.
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[ https://github.com/VanessaE/unifieddyes/raw/master/dye-base.png ]
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Next, we need to harvest some materials to make the pigments themselves from.
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For this, you need one or more of the following: roses (red), tulips (orange),
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dandelions (yellow), cactus or waterlilies (green), violas (blue), coal
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("carbon black"), or stone+junglegrass+water (white, "titanium dioxide").
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Simply wander around your world and collect whichever of the above you need to
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get your colors.
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Once that's done, simply smelt a flower, coal, or stone to get the associated
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pigment. One flower or lump of coal yields 2 portions of pigment powder,
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cactus yields 6, while stone yields 10 (of titanium dioxide).
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Now that you have your pigments, take one bottle of the dye base you made above
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and craft it with one portion of a pigment to get a usable bottle of dye of
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that color.
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[ https://github.com/VanessaE/unifieddyes/raw/master/craft-red-dye.png ]
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When all is said and done, the above ingredients and process can be repeated
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for all 7 of these "root" colors, resulting in...
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[ https://github.com/VanessaE/unifieddyes/raw/master/unifieddyes1.png ]
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The 7 "root" color pigments along with their sources and resultant dyes: Red,
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Orange, Yellow, Green, Blue, White, and Black.
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The 17 Color standard set:
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All colors are fashioned using mixtures of the 'root' colors created above.
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[ https://github.com/VanessaE/unifieddyes/raw/master/unifieddyes2.png ]
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[ The 12 "full" colors and the five grey shades. ]
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These 17 colors and greys can be formed using these recipes:
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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),
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or mix 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)
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or mix 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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* Black (7.5%): smelt one piece of coal (yields 2) -- Note that this dye is
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only used with other dyes, not with the paints.
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* Dark grey (25%): mix one portion of white paint with two portions of
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carbon black powder (not the above black dye) (yields 3)
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* Medium grey (50%): mix one white and one carbon black (yields 2)
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* Light grey (75%): Mix two white and one carbon black (yields 3)
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* White (95%): Craft one piece of jungle grass with one bucket of
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water and one portion of titanium dioxide (yields 1).
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The degree figures are the colors' hues on a standard HSV color wheel, and are
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what I used in the textures supplied with this mod. For the greys, the figures
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in parenthesis indicate the intended brightness of the shade, relative to
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white. Note that black and white don't go all the way to the bottom/top of the
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scale, as doing so may crush some details in textures made in those shades (see
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below, regarding semi-automatic texture generation).
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Darker/Lighter colors
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---------------------
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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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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 light (150% over full) version of a given color, mix one portion of
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the base color with one portion of white paint. Yields 2 portions of the final
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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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Full, 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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There is no low-saturation version of the "light" colors.
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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 item names are of the following format:
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unifieddyes:{"light_" or nothing or "medium_" or "dark_"}{color}{nothing or
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"_s50"}.
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For example, low saturation dark yellow is "unifieddyes:dark_yellow_s50", while
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bright, full-saturation red is simply "unifieddyes:red". For the greys, the
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names are unifieddyes:white_paint, unifieddyes:lightgrey_paint,
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unifieddyes:grey_paint, unifieddyes:darkgrey_paint, or unifieddyes:black.
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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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Mods should use the replacements= parameter in their crafting recipes, to
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return the empty bottles and buckets after they've been used. Something like
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this should do in the case of a bottle of dye:
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replacements = { { 'unifieddyes:some_color_here', 'unifieddyes:empty_bottle' },
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},
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Empty bottles can be crafted back into 9-pack sets, which can then be recycled
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into glass blocks by smelting them.
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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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The template is configured by default to return the empty glass bottles
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whenever a dye is used.
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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 this mod as well with the
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above template named gentextures.sh, which will, with an appropriately- colored
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and appropriately-named source texture, and possibly an overlay texture,
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generate a 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
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image 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 as a PNG image, with a filename of
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"whatever_base.png", where "whatever" is the one-word name of your mod - for
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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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now. It should consist only of those parts of the textures that you want to
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leave unchanged, with some level of alpha transparency everywhere else,
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depending on how much of the image needs to remain unchanged. Save it out as a
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PNG image, using any filename you want, for example myoverlay.png.
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Now, use chmod to make the script executable, if necessary, and run it.
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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, skip the above step and run the script with
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the base name as the first parameter, and the complete filename of your overlay
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as the second instead. For example:
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./gentextures.sh mymod myoverlay.png
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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/ 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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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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The program attempts to verify that the files you've asked it to use will
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actually work, and will exit immediately if the any are invalid, missing, etc.
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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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