forked from mtcontrib/unifieddyes
f0d13d1a39
and image links (since they're redundant and not exacly viewable in a text editor ;-) )
169 lines
6.9 KiB
Plaintext
169 lines
6.9 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. 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 new textures
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=========================================
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Obviously, in order for this mod to be useful, you'll need textures to use with
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your crafting recipes. If you plan to support the entire range of colors
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supplied by this mod, there is a BASH script included in the distribution
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directory, named gentextures.sh, which will, with an appropriately- colored and
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appropriately-named source texture, generate a complete set of colored and
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greyscale textures based on that first one.
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This 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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To make this script for your mod, open it in your favorite editor and change
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the TEXTURE variable near the top of the file to whatever your particular mod
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will use as the basis of its texture filenames. For example, the default is
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cotton, so the files created by the script will be named cotton_xxxxxx.png for
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each of the supported colors.
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Then, using your favorite image editor, create a single version of your desired
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texture. Draw it in the brightest, deepest shade of RED you can muster without
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losing any detail, and save it out. Ideally, you will want the average color
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of the texture, when taking into account all bright and dark areas, to be as
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close as possible to the hex value #FF0000 (0 degrees, 100% saturation, pure
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red) without losing any 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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Copy the gentextures.sh script to the same directory where you placed the base
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texture, chmod 755 gentextures.sh if necessary, and run it using the usual
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dot-slash notation: ./gentextures.sh
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The program will exit immediately if it can't find the base texture it needs
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(i.e. if you didn't supply it, or if you named it wrong, or if it isn't it in
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the same directory as the script).
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Otherwise, the program will create a new folder named generated-textures/ and
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then iterate through all of the hues and shades that are supported by
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unifieddyes (though this is done manually, not by reading anything from the
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mod). All of the output files will be placed in that folder.
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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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